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-rw-r--r--testdata/Graphics.out624
-rw-r--r--testdata/HyperbolicParaboloic.out4
-rw-r--r--testdata/Hyperboloid.out4
-rw-r--r--testdata/NewStyle.out2
-rw-r--r--testdata/PrimReduce.out4
-rw-r--r--testdata/Spiral.out4
-rw-r--r--testdata/editor-examples/Cube.out2
-rw-r--r--testdata/editor-examples/Heartbeat.out10
-rw-r--r--testdata/editor-examples/LambdaCube.out4
-rw-r--r--testdata/editor-examples/LambdaCube2.out4
-rw-r--r--testdata/editor-examples/MagicCube.out6
-rw-r--r--testdata/editor-examples/Stripes.out60
-rw-r--r--testdata/editor-examples/Tetrahedron.out4
-rw-r--r--testdata/editor-examples/Texturing.out4
-rw-r--r--testdata/example06.out2
-rw-r--r--testdata/example07.out4
-rw-r--r--testdata/example08.out18
-rw-r--r--testdata/fetcharrays01.out4
-rw-r--r--testdata/fragment01.out2
-rw-r--r--testdata/fragment03swizzling.out2
-rw-r--r--testdata/fragment04ifthenelse.out2
-rw-r--r--testdata/fragment07let.out2
-rw-r--r--testdata/gfx03.out14
-rw-r--r--testdata/gfx04.out6
-rw-r--r--testdata/gfx05.out18
-rw-r--r--testdata/heartbeat01.out8
-rw-r--r--testdata/helloWorld.out2
-rw-r--r--testdata/line01.out4
-rw-r--r--testdata/point01.out2
-rw-r--r--testdata/recursivetexture02.out24
-rw-r--r--testdata/reduce05.out4
-rw-r--r--testdata/simple02.out4
-rw-r--r--testdata/simple03.out10
-rw-r--r--testdata/texture01.out4
-rw-r--r--testdata/texture02.out4
-rw-r--r--testdata/uniformparam01.out2
-rw-r--r--testdata/uniformparam03.out2
37 files changed, 440 insertions, 440 deletions
diff --git a/testdata/Graphics.out b/testdata/Graphics.out
index 73cd2482..b8b1c2d4 100644
--- a/testdata/Graphics.out
+++ b/testdata/Graphics.out
@@ -34,7 +34,7 @@ Pipeline
34 in vec4 vi2 ; 34 in vec4 vi2 ;
35 smooth out vec4 vo1 ; 35 smooth out vec4 vo1 ;
36 void main() { 36 void main() {
37 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 37 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
38 vo1 = vi2; 38 vo1 = vi2;
39 } 39 }
40 40
@@ -47,7 +47,7 @@ Pipeline
47 smooth in vec4 vo1 ; 47 smooth in vec4 vo1 ;
48 out vec4 f0 ; 48 out vec4 f0 ;
49 void main() { 49 void main() {
50 f0 = vec4 ( ( 1.0 ) - ( ( vo1 ).x ),( 1.0 ) - ( ( vo1 ).y ),( 1.0 ) - ( ( vo1 ).z ),1.0 ); 50 f0 = vec4 ((1.0) - ((vo1).x),(1.0) - ((vo1).y),(1.0) - ((vo1).z),1.0);
51 } 51 }
52 52
53 """ 53 """
@@ -72,8 +72,8 @@ Pipeline
72 in vec4 vi2 ; 72 in vec4 vi2 ;
73 smooth out vec4 vo1 ; 73 smooth out vec4 vo1 ;
74 void main() { 74 void main() {
75 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 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 ); 76 vo1 = vec4 ((vi2).x,(vi2).y,(vi2).z,0.5);
77 } 77 }
78 78
79 """ 79 """
@@ -121,9 +121,9 @@ Pipeline
121 smooth out vec2 vo1 ; 121 smooth out vec2 vo1 ;
122 smooth out vec4 vo2 ; 122 smooth out vec4 vo2 ;
123 void main() { 123 void main() {
124 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 124 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
125 vo1 = vi4; 125 vo1 = vi4;
126 vo2 = vec4 ( 1.0,1.0,1.0,1.0 ); 126 vo2 = vec4 (1.0,1.0,1.0,1.0);
127 } 127 }
128 128
129 """ 129 """
@@ -137,7 +137,7 @@ Pipeline
137 smooth in vec4 vo2 ; 137 smooth in vec4 vo2 ;
138 out vec4 f0 ; 138 out vec4 f0 ;
139 void main() { 139 void main() {
140 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 140 f0 = (vo2) * (texture2D (LightMap,vo1));
141 } 141 }
142 142
143 """ 143 """
@@ -174,9 +174,9 @@ Pipeline
174 smooth out vec2 vo1 ; 174 smooth out vec2 vo1 ;
175 smooth out vec4 vo2 ; 175 smooth out vec4 vo2 ;
176 void main() { 176 void main() {
177 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 177 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
178 vo1 = vi3; 178 vo1 = vi3;
179 vo2 = vec4 ( 1.0,1.0,1.0,1.0 ); 179 vo2 = vec4 (1.0,1.0,1.0,1.0);
180 } 180 }
181 181
182 """ 182 """
@@ -190,7 +190,7 @@ Pipeline
190 smooth in vec4 vo2 ; 190 smooth in vec4 vo2 ;
191 out vec4 f0 ; 191 out vec4 f0 ;
192 void main() { 192 void main() {
193 f0 = ( vo2 ) * ( texture2D ( Tex_3562558025,vo1 ) ); 193 f0 = (vo2) * (texture2D (Tex_3562558025,vo1));
194 } 194 }
195 195
196 """ 196 """
@@ -228,9 +228,9 @@ Pipeline
228 smooth out vec2 vo1 ; 228 smooth out vec2 vo1 ;
229 smooth out vec4 vo2 ; 229 smooth out vec4 vo2 ;
230 void main() { 230 void main() {
231 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 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 ) ); 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 ); 233 vo2 = vec4 (1.0,1.0,1.0,1.0);
234 } 234 }
235 235
236 """ 236 """
@@ -244,7 +244,7 @@ Pipeline
244 smooth in vec4 vo2 ; 244 smooth in vec4 vo2 ;
245 out vec4 f0 ; 245 out vec4 f0 ;
246 void main() { 246 void main() {
247 f0 = ( vo2 ) * ( texture2D ( Tex_47037129,vo1 ) ); 247 f0 = (vo2) * (texture2D (Tex_47037129,vo1));
248 } 248 }
249 249
250 """ 250 """
@@ -281,9 +281,9 @@ Pipeline
281 smooth out vec2 vo1 ; 281 smooth out vec2 vo1 ;
282 smooth out vec4 vo2 ; 282 smooth out vec4 vo2 ;
283 void main() { 283 void main() {
284 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 284 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
285 vo1 = vi3; 285 vo1 = vi3;
286 vo2 = vec4 ( 1.0,1.0,1.0,1.0 ); 286 vo2 = vec4 (1.0,1.0,1.0,1.0);
287 } 287 }
288 288
289 """ 289 """
@@ -297,7 +297,7 @@ Pipeline
297 smooth in vec4 vo2 ; 297 smooth in vec4 vo2 ;
298 out vec4 f0 ; 298 out vec4 f0 ;
299 void main() { 299 void main() {
300 f0 = ( vo2 ) * ( texture2D ( Tex_1910997598,vo1 ) ); 300 f0 = (vo2) * (texture2D (Tex_1910997598,vo1));
301 } 301 }
302 302
303 """ 303 """
@@ -333,9 +333,9 @@ Pipeline
333 smooth out vec2 vo1 ; 333 smooth out vec2 vo1 ;
334 smooth out vec4 vo2 ; 334 smooth out vec4 vo2 ;
335 void main() { 335 void main() {
336 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 336 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
337 vo1 = vi4; 337 vo1 = vi4;
338 vo2 = vec4 ( 1.0,1.0,1.0,1.0 ); 338 vo2 = vec4 (1.0,1.0,1.0,1.0);
339 } 339 }
340 340
341 """ 341 """
@@ -349,7 +349,7 @@ Pipeline
349 smooth in vec4 vo2 ; 349 smooth in vec4 vo2 ;
350 out vec4 f0 ; 350 out vec4 f0 ;
351 void main() { 351 void main() {
352 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 352 f0 = (vo2) * (texture2D (LightMap,vo1));
353 } 353 }
354 354
355 """ 355 """
@@ -385,9 +385,9 @@ Pipeline
385 smooth out vec2 vo1 ; 385 smooth out vec2 vo1 ;
386 smooth out vec4 vo2 ; 386 smooth out vec4 vo2 ;
387 void main() { 387 void main() {
388 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 388 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
389 vo1 = vi4; 389 vo1 = vi4;
390 vo2 = vec4 ( 1.0,1.0,1.0,1.0 ); 390 vo2 = vec4 (1.0,1.0,1.0,1.0);
391 } 391 }
392 392
393 """ 393 """
@@ -401,7 +401,7 @@ Pipeline
401 smooth in vec4 vo2 ; 401 smooth in vec4 vo2 ;
402 out vec4 f0 ; 402 out vec4 f0 ;
403 void main() { 403 void main() {
404 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 404 f0 = (vo2) * (texture2D (LightMap,vo1));
405 } 405 }
406 406
407 """ 407 """
@@ -438,9 +438,9 @@ Pipeline
438 smooth out vec2 vo1 ; 438 smooth out vec2 vo1 ;
439 smooth out vec4 vo2 ; 439 smooth out vec4 vo2 ;
440 void main() { 440 void main() {
441 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 441 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
442 vo1 = vi3; 442 vo1 = vi3;
443 vo2 = vec4 ( 1.0,1.0,1.0,1.0 ); 443 vo2 = vec4 (1.0,1.0,1.0,1.0);
444 } 444 }
445 445
446 """ 446 """
@@ -454,7 +454,7 @@ Pipeline
454 smooth in vec4 vo2 ; 454 smooth in vec4 vo2 ;
455 out vec4 f0 ; 455 out vec4 f0 ;
456 void main() { 456 void main() {
457 f0 = ( vo2 ) * ( texture2D ( Tex_4077187607,vo1 ) ); 457 f0 = (vo2) * (texture2D (Tex_4077187607,vo1));
458 } 458 }
459 459
460 """ 460 """
@@ -493,9 +493,9 @@ Pipeline
493 smooth out vec2 vo1 ; 493 smooth out vec2 vo1 ;
494 smooth out vec4 vo2 ; 494 smooth out vec4 vo2 ;
495 void main() { 495 void main() {
496 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 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 ) ); 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 ); 498 vo2 = vec4 (1.0,1.0,1.0,1.0);
499 } 499 }
500 500
501 """ 501 """
@@ -509,7 +509,7 @@ Pipeline
509 smooth in vec4 vo2 ; 509 smooth in vec4 vo2 ;
510 out vec4 f0 ; 510 out vec4 f0 ;
511 void main() { 511 void main() {
512 f0 = ( vo2 ) * ( texture2D ( Tex_3416962274,vo1 ) ); 512 f0 = (vo2) * (texture2D (Tex_3416962274,vo1));
513 } 513 }
514 514
515 """ 515 """
@@ -547,9 +547,9 @@ Pipeline
547 smooth out vec2 vo1 ; 547 smooth out vec2 vo1 ;
548 smooth out vec4 vo2 ; 548 smooth out vec4 vo2 ;
549 void main() { 549 void main() {
550 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 550 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
551 vo1 = vi4; 551 vo1 = vi4;
552 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 552 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
553 } 553 }
554 554
555 """ 555 """
@@ -563,7 +563,7 @@ Pipeline
563 smooth in vec4 vo2 ; 563 smooth in vec4 vo2 ;
564 out vec4 f0 ; 564 out vec4 f0 ;
565 void main() { 565 void main() {
566 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 566 f0 = (vo2) * (texture2D (LightMap,vo1));
567 } 567 }
568 568
569 """ 569 """
@@ -602,9 +602,9 @@ Pipeline
602 smooth out vec2 vo1 ; 602 smooth out vec2 vo1 ;
603 smooth out vec4 vo2 ; 603 smooth out vec4 vo2 ;
604 void main() { 604 void main() {
605 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 605 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
606 vo1 = vi3; 606 vo1 = vi3;
607 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 607 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
608 } 608 }
609 609
610 """ 610 """
@@ -618,7 +618,7 @@ Pipeline
618 smooth in vec4 vo2 ; 618 smooth in vec4 vo2 ;
619 out vec4 f0 ; 619 out vec4 f0 ;
620 void main() { 620 void main() {
621 f0 = ( vo2 ) * ( texture2D ( Tex_4288602201,vo1 ) ); 621 f0 = (vo2) * (texture2D (Tex_4288602201,vo1));
622 } 622 }
623 623
624 """ 624 """
@@ -656,9 +656,9 @@ Pipeline
656 smooth out vec2 vo1 ; 656 smooth out vec2 vo1 ;
657 smooth out vec4 vo2 ; 657 smooth out vec4 vo2 ;
658 void main() { 658 void main() {
659 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 659 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
660 vo1 = vi4; 660 vo1 = vi4;
661 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 661 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
662 } 662 }
663 663
664 """ 664 """
@@ -672,7 +672,7 @@ Pipeline
672 smooth in vec4 vo2 ; 672 smooth in vec4 vo2 ;
673 out vec4 f0 ; 673 out vec4 f0 ;
674 void main() { 674 void main() {
675 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 675 f0 = (vo2) * (texture2D (LightMap,vo1));
676 } 676 }
677 677
678 """ 678 """
@@ -711,9 +711,9 @@ Pipeline
711 smooth out vec2 vo1 ; 711 smooth out vec2 vo1 ;
712 smooth out vec4 vo2 ; 712 smooth out vec4 vo2 ;
713 void main() { 713 void main() {
714 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 714 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
715 vo1 = vi3; 715 vo1 = vi3;
716 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 716 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
717 } 717 }
718 718
719 """ 719 """
@@ -727,7 +727,7 @@ Pipeline
727 smooth in vec4 vo2 ; 727 smooth in vec4 vo2 ;
728 out vec4 f0 ; 728 out vec4 f0 ;
729 void main() { 729 void main() {
730 f0 = ( vo2 ) * ( texture2D ( Tex_3202786139,vo1 ) ); 730 f0 = (vo2) * (texture2D (Tex_3202786139,vo1));
731 } 731 }
732 732
733 """ 733 """
@@ -765,9 +765,9 @@ Pipeline
765 smooth out vec2 vo1 ; 765 smooth out vec2 vo1 ;
766 smooth out vec4 vo2 ; 766 smooth out vec4 vo2 ;
767 void main() { 767 void main() {
768 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 768 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
769 vo1 = vi4; 769 vo1 = vi4;
770 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 770 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
771 } 771 }
772 772
773 """ 773 """
@@ -781,7 +781,7 @@ Pipeline
781 smooth in vec4 vo2 ; 781 smooth in vec4 vo2 ;
782 out vec4 f0 ; 782 out vec4 f0 ;
783 void main() { 783 void main() {
784 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 784 f0 = (vo2) * (texture2D (LightMap,vo1));
785 } 785 }
786 786
787 """ 787 """
@@ -820,9 +820,9 @@ Pipeline
820 smooth out vec2 vo1 ; 820 smooth out vec2 vo1 ;
821 smooth out vec4 vo2 ; 821 smooth out vec4 vo2 ;
822 void main() { 822 void main() {
823 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 823 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
824 vo1 = vi3; 824 vo1 = vi3;
825 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 825 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
826 } 826 }
827 827
828 """ 828 """
@@ -836,7 +836,7 @@ Pipeline
836 smooth in vec4 vo2 ; 836 smooth in vec4 vo2 ;
837 out vec4 f0 ; 837 out vec4 f0 ;
838 void main() { 838 void main() {
839 f0 = ( vo2 ) * ( texture2D ( Tex_4255130505,vo1 ) ); 839 f0 = (vo2) * (texture2D (Tex_4255130505,vo1));
840 } 840 }
841 841
842 """ 842 """
@@ -874,9 +874,9 @@ Pipeline
874 smooth out vec2 vo1 ; 874 smooth out vec2 vo1 ;
875 smooth out vec4 vo2 ; 875 smooth out vec4 vo2 ;
876 void main() { 876 void main() {
877 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 877 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
878 vo1 = vi4; 878 vo1 = vi4;
879 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 879 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
880 } 880 }
881 881
882 """ 882 """
@@ -890,7 +890,7 @@ Pipeline
890 smooth in vec4 vo2 ; 890 smooth in vec4 vo2 ;
891 out vec4 f0 ; 891 out vec4 f0 ;
892 void main() { 892 void main() {
893 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 893 f0 = (vo2) * (texture2D (LightMap,vo1));
894 } 894 }
895 895
896 """ 896 """
@@ -928,9 +928,9 @@ Pipeline
928 smooth out vec2 vo1 ; 928 smooth out vec2 vo1 ;
929 smooth out vec4 vo2 ; 929 smooth out vec4 vo2 ;
930 void main() { 930 void main() {
931 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 931 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
932 vo1 = vi3; 932 vo1 = vi3;
933 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 933 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
934 } 934 }
935 935
936 """ 936 """
@@ -944,7 +944,7 @@ Pipeline
944 smooth in vec4 vo2 ; 944 smooth in vec4 vo2 ;
945 out vec4 f0 ; 945 out vec4 f0 ;
946 void main() { 946 void main() {
947 f0 = ( vo2 ) * ( texture2D ( Tex_564811775,vo1 ) ); 947 f0 = (vo2) * (texture2D (Tex_564811775,vo1));
948 } 948 }
949 949
950 """ 950 """
@@ -982,9 +982,9 @@ Pipeline
982 smooth out vec2 vo1 ; 982 smooth out vec2 vo1 ;
983 smooth out vec4 vo2 ; 983 smooth out vec4 vo2 ;
984 void main() { 984 void main() {
985 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 985 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
986 vo1 = vi4; 986 vo1 = vi4;
987 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 987 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
988 } 988 }
989 989
990 """ 990 """
@@ -998,7 +998,7 @@ Pipeline
998 smooth in vec4 vo2 ; 998 smooth in vec4 vo2 ;
999 out vec4 f0 ; 999 out vec4 f0 ;
1000 void main() { 1000 void main() {
1001 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 1001 f0 = (vo2) * (texture2D (LightMap,vo1));
1002 } 1002 }
1003 1003
1004 """ 1004 """
@@ -1037,9 +1037,9 @@ Pipeline
1037 smooth out vec2 vo1 ; 1037 smooth out vec2 vo1 ;
1038 smooth out vec4 vo2 ; 1038 smooth out vec4 vo2 ;
1039 void main() { 1039 void main() {
1040 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1040 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1041 vo1 = vi3; 1041 vo1 = vi3;
1042 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1042 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1043 } 1043 }
1044 1044
1045 """ 1045 """
@@ -1053,7 +1053,7 @@ Pipeline
1053 smooth in vec4 vo2 ; 1053 smooth in vec4 vo2 ;
1054 out vec4 f0 ; 1054 out vec4 f0 ;
1055 void main() { 1055 void main() {
1056 f0 = ( vo2 ) * ( texture2D ( Tex_2073154888,vo1 ) ); 1056 f0 = (vo2) * (texture2D (Tex_2073154888,vo1));
1057 } 1057 }
1058 1058
1059 """ 1059 """
@@ -1091,9 +1091,9 @@ Pipeline
1091 smooth out vec2 vo1 ; 1091 smooth out vec2 vo1 ;
1092 smooth out vec4 vo2 ; 1092 smooth out vec4 vo2 ;
1093 void main() { 1093 void main() {
1094 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1094 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1095 vo1 = vi4; 1095 vo1 = vi4;
1096 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1096 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1097 } 1097 }
1098 1098
1099 """ 1099 """
@@ -1107,7 +1107,7 @@ Pipeline
1107 smooth in vec4 vo2 ; 1107 smooth in vec4 vo2 ;
1108 out vec4 f0 ; 1108 out vec4 f0 ;
1109 void main() { 1109 void main() {
1110 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 1110 f0 = (vo2) * (texture2D (LightMap,vo1));
1111 } 1111 }
1112 1112
1113 """ 1113 """
@@ -1146,9 +1146,9 @@ Pipeline
1146 smooth out vec2 vo1 ; 1146 smooth out vec2 vo1 ;
1147 smooth out vec4 vo2 ; 1147 smooth out vec4 vo2 ;
1148 void main() { 1148 void main() {
1149 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1149 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1150 vo1 = vi3; 1150 vo1 = vi3;
1151 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1151 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1152 } 1152 }
1153 1153
1154 """ 1154 """
@@ -1162,7 +1162,7 @@ Pipeline
1162 smooth in vec4 vo2 ; 1162 smooth in vec4 vo2 ;
1163 out vec4 f0 ; 1163 out vec4 f0 ;
1164 void main() { 1164 void main() {
1165 f0 = ( vo2 ) * ( texture2D ( Tex_2099456856,vo1 ) ); 1165 f0 = (vo2) * (texture2D (Tex_2099456856,vo1));
1166 } 1166 }
1167 1167
1168 """ 1168 """
@@ -1200,9 +1200,9 @@ Pipeline
1200 smooth out vec2 vo1 ; 1200 smooth out vec2 vo1 ;
1201 smooth out vec4 vo2 ; 1201 smooth out vec4 vo2 ;
1202 void main() { 1202 void main() {
1203 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1203 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1204 vo1 = vi4; 1204 vo1 = vi4;
1205 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1205 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1206 } 1206 }
1207 1207
1208 """ 1208 """
@@ -1216,7 +1216,7 @@ Pipeline
1216 smooth in vec4 vo2 ; 1216 smooth in vec4 vo2 ;
1217 out vec4 f0 ; 1217 out vec4 f0 ;
1218 void main() { 1218 void main() {
1219 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 1219 f0 = (vo2) * (texture2D (LightMap,vo1));
1220 } 1220 }
1221 1221
1222 """ 1222 """
@@ -1255,9 +1255,9 @@ Pipeline
1255 smooth out vec2 vo1 ; 1255 smooth out vec2 vo1 ;
1256 smooth out vec4 vo2 ; 1256 smooth out vec4 vo2 ;
1257 void main() { 1257 void main() {
1258 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1258 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1259 vo1 = vi3; 1259 vo1 = vi3;
1260 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1260 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1261 } 1261 }
1262 1262
1263 """ 1263 """
@@ -1271,7 +1271,7 @@ Pipeline
1271 smooth in vec4 vo2 ; 1271 smooth in vec4 vo2 ;
1272 out vec4 f0 ; 1272 out vec4 f0 ;
1273 void main() { 1273 void main() {
1274 f0 = ( vo2 ) * ( texture2D ( Tex_1581337759,vo1 ) ); 1274 f0 = (vo2) * (texture2D (Tex_1581337759,vo1));
1275 } 1275 }
1276 1276
1277 """ 1277 """
@@ -1309,9 +1309,9 @@ Pipeline
1309 smooth out vec2 vo1 ; 1309 smooth out vec2 vo1 ;
1310 smooth out vec4 vo2 ; 1310 smooth out vec4 vo2 ;
1311 void main() { 1311 void main() {
1312 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1312 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1313 vo1 = vi4; 1313 vo1 = vi4;
1314 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1314 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1315 } 1315 }
1316 1316
1317 """ 1317 """
@@ -1325,7 +1325,7 @@ Pipeline
1325 smooth in vec4 vo2 ; 1325 smooth in vec4 vo2 ;
1326 out vec4 f0 ; 1326 out vec4 f0 ;
1327 void main() { 1327 void main() {
1328 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 1328 f0 = (vo2) * (texture2D (LightMap,vo1));
1329 } 1329 }
1330 1330
1331 """ 1331 """
@@ -1364,9 +1364,9 @@ Pipeline
1364 smooth out vec2 vo1 ; 1364 smooth out vec2 vo1 ;
1365 smooth out vec4 vo2 ; 1365 smooth out vec4 vo2 ;
1366 void main() { 1366 void main() {
1367 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1367 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1368 vo1 = vi3; 1368 vo1 = vi3;
1369 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1369 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1370 } 1370 }
1371 1371
1372 """ 1372 """
@@ -1380,7 +1380,7 @@ Pipeline
1380 smooth in vec4 vo2 ; 1380 smooth in vec4 vo2 ;
1381 out vec4 f0 ; 1381 out vec4 f0 ;
1382 void main() { 1382 void main() {
1383 f0 = ( vo2 ) * ( texture2D ( Tex_1062467595,vo1 ) ); 1383 f0 = (vo2) * (texture2D (Tex_1062467595,vo1));
1384 } 1384 }
1385 1385
1386 """ 1386 """
@@ -1418,9 +1418,9 @@ Pipeline
1418 smooth out vec2 vo1 ; 1418 smooth out vec2 vo1 ;
1419 smooth out vec4 vo2 ; 1419 smooth out vec4 vo2 ;
1420 void main() { 1420 void main() {
1421 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1421 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1422 vo1 = vi4; 1422 vo1 = vi4;
1423 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1423 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1424 } 1424 }
1425 1425
1426 """ 1426 """
@@ -1434,7 +1434,7 @@ Pipeline
1434 smooth in vec4 vo2 ; 1434 smooth in vec4 vo2 ;
1435 out vec4 f0 ; 1435 out vec4 f0 ;
1436 void main() { 1436 void main() {
1437 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 1437 f0 = (vo2) * (texture2D (LightMap,vo1));
1438 } 1438 }
1439 1439
1440 """ 1440 """
@@ -1473,9 +1473,9 @@ Pipeline
1473 smooth out vec2 vo1 ; 1473 smooth out vec2 vo1 ;
1474 smooth out vec4 vo2 ; 1474 smooth out vec4 vo2 ;
1475 void main() { 1475 void main() {
1476 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1476 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1477 vo1 = vi3; 1477 vo1 = vi3;
1478 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1478 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1479 } 1479 }
1480 1480
1481 """ 1481 """
@@ -1489,7 +1489,7 @@ Pipeline
1489 smooth in vec4 vo2 ; 1489 smooth in vec4 vo2 ;
1490 out vec4 f0 ; 1490 out vec4 f0 ;
1491 void main() { 1491 void main() {
1492 f0 = ( vo2 ) * ( texture2D ( Tex_2024854890,vo1 ) ); 1492 f0 = (vo2) * (texture2D (Tex_2024854890,vo1));
1493 } 1493 }
1494 1494
1495 """ 1495 """
@@ -1527,9 +1527,9 @@ Pipeline
1527 smooth out vec2 vo1 ; 1527 smooth out vec2 vo1 ;
1528 smooth out vec4 vo2 ; 1528 smooth out vec4 vo2 ;
1529 void main() { 1529 void main() {
1530 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1530 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1531 vo1 = vi4; 1531 vo1 = vi4;
1532 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1532 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1533 } 1533 }
1534 1534
1535 """ 1535 """
@@ -1543,7 +1543,7 @@ Pipeline
1543 smooth in vec4 vo2 ; 1543 smooth in vec4 vo2 ;
1544 out vec4 f0 ; 1544 out vec4 f0 ;
1545 void main() { 1545 void main() {
1546 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 1546 f0 = (vo2) * (texture2D (LightMap,vo1));
1547 } 1547 }
1548 1548
1549 """ 1549 """
@@ -1582,9 +1582,9 @@ Pipeline
1582 smooth out vec2 vo1 ; 1582 smooth out vec2 vo1 ;
1583 smooth out vec4 vo2 ; 1583 smooth out vec4 vo2 ;
1584 void main() { 1584 void main() {
1585 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1585 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1586 vo1 = vi3; 1586 vo1 = vi3;
1587 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1587 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1588 } 1588 }
1589 1589
1590 """ 1590 """
@@ -1598,7 +1598,7 @@ Pipeline
1598 smooth in vec4 vo2 ; 1598 smooth in vec4 vo2 ;
1599 out vec4 f0 ; 1599 out vec4 f0 ;
1600 void main() { 1600 void main() {
1601 f0 = ( vo2 ) * ( texture2D ( Tex_1284708166,vo1 ) ); 1601 f0 = (vo2) * (texture2D (Tex_1284708166,vo1));
1602 } 1602 }
1603 1603
1604 """ 1604 """
@@ -1636,9 +1636,9 @@ Pipeline
1636 smooth out vec2 vo1 ; 1636 smooth out vec2 vo1 ;
1637 smooth out vec4 vo2 ; 1637 smooth out vec4 vo2 ;
1638 void main() { 1638 void main() {
1639 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1639 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1640 vo1 = vi4; 1640 vo1 = vi4;
1641 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1641 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1642 } 1642 }
1643 1643
1644 """ 1644 """
@@ -1652,7 +1652,7 @@ Pipeline
1652 smooth in vec4 vo2 ; 1652 smooth in vec4 vo2 ;
1653 out vec4 f0 ; 1653 out vec4 f0 ;
1654 void main() { 1654 void main() {
1655 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 1655 f0 = (vo2) * (texture2D (LightMap,vo1));
1656 } 1656 }
1657 1657
1658 """ 1658 """
@@ -1691,9 +1691,9 @@ Pipeline
1691 smooth out vec2 vo1 ; 1691 smooth out vec2 vo1 ;
1692 smooth out vec4 vo2 ; 1692 smooth out vec4 vo2 ;
1693 void main() { 1693 void main() {
1694 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1694 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1695 vo1 = vi3; 1695 vo1 = vi3;
1696 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1696 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1697 } 1697 }
1698 1698
1699 """ 1699 """
@@ -1707,7 +1707,7 @@ Pipeline
1707 smooth in vec4 vo2 ; 1707 smooth in vec4 vo2 ;
1708 out vec4 f0 ; 1708 out vec4 f0 ;
1709 void main() { 1709 void main() {
1710 f0 = ( vo2 ) * ( texture2D ( Tex_2432583247,vo1 ) ); 1710 f0 = (vo2) * (texture2D (Tex_2432583247,vo1));
1711 } 1711 }
1712 1712
1713 """ 1713 """
@@ -1745,9 +1745,9 @@ Pipeline
1745 smooth out vec2 vo1 ; 1745 smooth out vec2 vo1 ;
1746 smooth out vec4 vo2 ; 1746 smooth out vec4 vo2 ;
1747 void main() { 1747 void main() {
1748 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1748 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1749 vo1 = vi4; 1749 vo1 = vi4;
1750 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1750 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1751 } 1751 }
1752 1752
1753 """ 1753 """
@@ -1761,7 +1761,7 @@ Pipeline
1761 smooth in vec4 vo2 ; 1761 smooth in vec4 vo2 ;
1762 out vec4 f0 ; 1762 out vec4 f0 ;
1763 void main() { 1763 void main() {
1764 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 1764 f0 = (vo2) * (texture2D (LightMap,vo1));
1765 } 1765 }
1766 1766
1767 """ 1767 """
@@ -1800,9 +1800,9 @@ Pipeline
1800 smooth out vec2 vo1 ; 1800 smooth out vec2 vo1 ;
1801 smooth out vec4 vo2 ; 1801 smooth out vec4 vo2 ;
1802 void main() { 1802 void main() {
1803 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1803 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1804 vo1 = vi3; 1804 vo1 = vi3;
1805 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1805 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1806 } 1806 }
1807 1807
1808 """ 1808 """
@@ -1816,7 +1816,7 @@ Pipeline
1816 smooth in vec4 vo2 ; 1816 smooth in vec4 vo2 ;
1817 out vec4 f0 ; 1817 out vec4 f0 ;
1818 void main() { 1818 void main() {
1819 f0 = ( vo2 ) * ( texture2D ( Tex_1002517541,vo1 ) ); 1819 f0 = (vo2) * (texture2D (Tex_1002517541,vo1));
1820 } 1820 }
1821 1821
1822 """ 1822 """
@@ -1854,9 +1854,9 @@ Pipeline
1854 smooth out vec2 vo1 ; 1854 smooth out vec2 vo1 ;
1855 smooth out vec4 vo2 ; 1855 smooth out vec4 vo2 ;
1856 void main() { 1856 void main() {
1857 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1857 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1858 vo1 = vi4; 1858 vo1 = vi4;
1859 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1859 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1860 } 1860 }
1861 1861
1862 """ 1862 """
@@ -1870,7 +1870,7 @@ Pipeline
1870 smooth in vec4 vo2 ; 1870 smooth in vec4 vo2 ;
1871 out vec4 f0 ; 1871 out vec4 f0 ;
1872 void main() { 1872 void main() {
1873 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 1873 f0 = (vo2) * (texture2D (LightMap,vo1));
1874 } 1874 }
1875 1875
1876 """ 1876 """
@@ -1909,9 +1909,9 @@ Pipeline
1909 smooth out vec2 vo1 ; 1909 smooth out vec2 vo1 ;
1910 smooth out vec4 vo2 ; 1910 smooth out vec4 vo2 ;
1911 void main() { 1911 void main() {
1912 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1912 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1913 vo1 = vi3; 1913 vo1 = vi3;
1914 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1914 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1915 } 1915 }
1916 1916
1917 """ 1917 """
@@ -1925,7 +1925,7 @@ Pipeline
1925 smooth in vec4 vo2 ; 1925 smooth in vec4 vo2 ;
1926 out vec4 f0 ; 1926 out vec4 f0 ;
1927 void main() { 1927 void main() {
1928 f0 = ( vo2 ) * ( texture2D ( Tex_2639119078,vo1 ) ); 1928 f0 = (vo2) * (texture2D (Tex_2639119078,vo1));
1929 } 1929 }
1930 1930
1931 """ 1931 """
@@ -1963,9 +1963,9 @@ Pipeline
1963 smooth out vec2 vo1 ; 1963 smooth out vec2 vo1 ;
1964 smooth out vec4 vo2 ; 1964 smooth out vec4 vo2 ;
1965 void main() { 1965 void main() {
1966 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1966 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1967 vo1 = vi4; 1967 vo1 = vi4;
1968 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1968 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1969 } 1969 }
1970 1970
1971 """ 1971 """
@@ -1979,7 +1979,7 @@ Pipeline
1979 smooth in vec4 vo2 ; 1979 smooth in vec4 vo2 ;
1980 out vec4 f0 ; 1980 out vec4 f0 ;
1981 void main() { 1981 void main() {
1982 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 1982 f0 = (vo2) * (texture2D (LightMap,vo1));
1983 } 1983 }
1984 1984
1985 """ 1985 """
@@ -2018,9 +2018,9 @@ Pipeline
2018 smooth out vec2 vo1 ; 2018 smooth out vec2 vo1 ;
2019 smooth out vec4 vo2 ; 2019 smooth out vec4 vo2 ;
2020 void main() { 2020 void main() {
2021 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2021 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2022 vo1 = vi3; 2022 vo1 = vi3;
2023 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2023 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2024 } 2024 }
2025 2025
2026 """ 2026 """
@@ -2034,7 +2034,7 @@ Pipeline
2034 smooth in vec4 vo2 ; 2034 smooth in vec4 vo2 ;
2035 out vec4 f0 ; 2035 out vec4 f0 ;
2036 void main() { 2036 void main() {
2037 f0 = ( vo2 ) * ( texture2D ( Tex_3479185666,vo1 ) ); 2037 f0 = (vo2) * (texture2D (Tex_3479185666,vo1));
2038 } 2038 }
2039 2039
2040 """ 2040 """
@@ -2072,9 +2072,9 @@ Pipeline
2072 smooth out vec2 vo1 ; 2072 smooth out vec2 vo1 ;
2073 smooth out vec4 vo2 ; 2073 smooth out vec4 vo2 ;
2074 void main() { 2074 void main() {
2075 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2075 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2076 vo1 = vi4; 2076 vo1 = vi4;
2077 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2077 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2078 } 2078 }
2079 2079
2080 """ 2080 """
@@ -2088,7 +2088,7 @@ Pipeline
2088 smooth in vec4 vo2 ; 2088 smooth in vec4 vo2 ;
2089 out vec4 f0 ; 2089 out vec4 f0 ;
2090 void main() { 2090 void main() {
2091 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 2091 f0 = (vo2) * (texture2D (LightMap,vo1));
2092 } 2092 }
2093 2093
2094 """ 2094 """
@@ -2127,9 +2127,9 @@ Pipeline
2127 smooth out vec2 vo1 ; 2127 smooth out vec2 vo1 ;
2128 smooth out vec4 vo2 ; 2128 smooth out vec4 vo2 ;
2129 void main() { 2129 void main() {
2130 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2130 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2131 vo1 = vi3; 2131 vo1 = vi3;
2132 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2132 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2133 } 2133 }
2134 2134
2135 """ 2135 """
@@ -2143,7 +2143,7 @@ Pipeline
2143 smooth in vec4 vo2 ; 2143 smooth in vec4 vo2 ;
2144 out vec4 f0 ; 2144 out vec4 f0 ;
2145 void main() { 2145 void main() {
2146 f0 = ( vo2 ) * ( texture2D ( Tex_3448884269,vo1 ) ); 2146 f0 = (vo2) * (texture2D (Tex_3448884269,vo1));
2147 } 2147 }
2148 2148
2149 """ 2149 """
@@ -2181,9 +2181,9 @@ Pipeline
2181 smooth out vec2 vo1 ; 2181 smooth out vec2 vo1 ;
2182 smooth out vec4 vo2 ; 2182 smooth out vec4 vo2 ;
2183 void main() { 2183 void main() {
2184 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2184 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2185 vo1 = vi4; 2185 vo1 = vi4;
2186 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2186 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2187 } 2187 }
2188 2188
2189 """ 2189 """
@@ -2197,7 +2197,7 @@ Pipeline
2197 smooth in vec4 vo2 ; 2197 smooth in vec4 vo2 ;
2198 out vec4 f0 ; 2198 out vec4 f0 ;
2199 void main() { 2199 void main() {
2200 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 2200 f0 = (vo2) * (texture2D (LightMap,vo1));
2201 } 2201 }
2202 2202
2203 """ 2203 """
@@ -2236,9 +2236,9 @@ Pipeline
2236 smooth out vec2 vo1 ; 2236 smooth out vec2 vo1 ;
2237 smooth out vec4 vo2 ; 2237 smooth out vec4 vo2 ;
2238 void main() { 2238 void main() {
2239 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2239 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2240 vo1 = vi3; 2240 vo1 = vi3;
2241 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2241 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2242 } 2242 }
2243 2243
2244 """ 2244 """
@@ -2252,7 +2252,7 @@ Pipeline
2252 smooth in vec4 vo2 ; 2252 smooth in vec4 vo2 ;
2253 out vec4 f0 ; 2253 out vec4 f0 ;
2254 void main() { 2254 void main() {
2255 f0 = ( vo2 ) * ( texture2D ( Tex_1201212243,vo1 ) ); 2255 f0 = (vo2) * (texture2D (Tex_1201212243,vo1));
2256 } 2256 }
2257 2257
2258 """ 2258 """
@@ -2290,9 +2290,9 @@ Pipeline
2290 smooth out vec2 vo1 ; 2290 smooth out vec2 vo1 ;
2291 smooth out vec4 vo2 ; 2291 smooth out vec4 vo2 ;
2292 void main() { 2292 void main() {
2293 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2293 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2294 vo1 = vi4; 2294 vo1 = vi4;
2295 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2295 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2296 } 2296 }
2297 2297
2298 """ 2298 """
@@ -2306,7 +2306,7 @@ Pipeline
2306 smooth in vec4 vo2 ; 2306 smooth in vec4 vo2 ;
2307 out vec4 f0 ; 2307 out vec4 f0 ;
2308 void main() { 2308 void main() {
2309 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 2309 f0 = (vo2) * (texture2D (LightMap,vo1));
2310 } 2310 }
2311 2311
2312 """ 2312 """
@@ -2345,9 +2345,9 @@ Pipeline
2345 smooth out vec2 vo1 ; 2345 smooth out vec2 vo1 ;
2346 smooth out vec4 vo2 ; 2346 smooth out vec4 vo2 ;
2347 void main() { 2347 void main() {
2348 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2348 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2349 vo1 = vi3; 2349 vo1 = vi3;
2350 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2350 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2351 } 2351 }
2352 2352
2353 """ 2353 """
@@ -2361,7 +2361,7 @@ Pipeline
2361 smooth in vec4 vo2 ; 2361 smooth in vec4 vo2 ;
2362 out vec4 f0 ; 2362 out vec4 f0 ;
2363 void main() { 2363 void main() {
2364 f0 = ( vo2 ) * ( texture2D ( Tex_3389727963,vo1 ) ); 2364 f0 = (vo2) * (texture2D (Tex_3389727963,vo1));
2365 } 2365 }
2366 2366
2367 """ 2367 """
@@ -2399,9 +2399,9 @@ Pipeline
2399 smooth out vec2 vo1 ; 2399 smooth out vec2 vo1 ;
2400 smooth out vec4 vo2 ; 2400 smooth out vec4 vo2 ;
2401 void main() { 2401 void main() {
2402 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2402 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2403 vo1 = vi4; 2403 vo1 = vi4;
2404 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2404 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2405 } 2405 }
2406 2406
2407 """ 2407 """
@@ -2415,7 +2415,7 @@ Pipeline
2415 smooth in vec4 vo2 ; 2415 smooth in vec4 vo2 ;
2416 out vec4 f0 ; 2416 out vec4 f0 ;
2417 void main() { 2417 void main() {
2418 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 2418 f0 = (vo2) * (texture2D (LightMap,vo1));
2419 } 2419 }
2420 2420
2421 """ 2421 """
@@ -2454,9 +2454,9 @@ Pipeline
2454 smooth out vec2 vo1 ; 2454 smooth out vec2 vo1 ;
2455 smooth out vec4 vo2 ; 2455 smooth out vec4 vo2 ;
2456 void main() { 2456 void main() {
2457 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2457 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2458 vo1 = vi3; 2458 vo1 = vi3;
2459 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2459 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2460 } 2460 }
2461 2461
2462 """ 2462 """
@@ -2470,7 +2470,7 @@ Pipeline
2470 smooth in vec4 vo2 ; 2470 smooth in vec4 vo2 ;
2471 out vec4 f0 ; 2471 out vec4 f0 ;
2472 void main() { 2472 void main() {
2473 f0 = ( vo2 ) * ( texture2D ( Tex_3836020895,vo1 ) ); 2473 f0 = (vo2) * (texture2D (Tex_3836020895,vo1));
2474 } 2474 }
2475 2475
2476 """ 2476 """
@@ -2508,9 +2508,9 @@ Pipeline
2508 smooth out vec2 vo1 ; 2508 smooth out vec2 vo1 ;
2509 smooth out vec4 vo2 ; 2509 smooth out vec4 vo2 ;
2510 void main() { 2510 void main() {
2511 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2511 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2512 vo1 = vi4; 2512 vo1 = vi4;
2513 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2513 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2514 } 2514 }
2515 2515
2516 """ 2516 """
@@ -2524,7 +2524,7 @@ Pipeline
2524 smooth in vec4 vo2 ; 2524 smooth in vec4 vo2 ;
2525 out vec4 f0 ; 2525 out vec4 f0 ;
2526 void main() { 2526 void main() {
2527 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 2527 f0 = (vo2) * (texture2D (LightMap,vo1));
2528 } 2528 }
2529 2529
2530 """ 2530 """
@@ -2562,9 +2562,9 @@ Pipeline
2562 smooth out vec2 vo1 ; 2562 smooth out vec2 vo1 ;
2563 smooth out vec4 vo2 ; 2563 smooth out vec4 vo2 ;
2564 void main() { 2564 void main() {
2565 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2565 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2566 vo1 = vi3; 2566 vo1 = vi3;
2567 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2567 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2568 } 2568 }
2569 2569
2570 """ 2570 """
@@ -2578,7 +2578,7 @@ Pipeline
2578 smooth in vec4 vo2 ; 2578 smooth in vec4 vo2 ;
2579 out vec4 f0 ; 2579 out vec4 f0 ;
2580 void main() { 2580 void main() {
2581 f0 = ( vo2 ) * ( texture2D ( Tex_209322640,vo1 ) ); 2581 f0 = (vo2) * (texture2D (Tex_209322640,vo1));
2582 } 2582 }
2583 2583
2584 """ 2584 """
@@ -2616,9 +2616,9 @@ Pipeline
2616 smooth out vec2 vo1 ; 2616 smooth out vec2 vo1 ;
2617 smooth out vec4 vo2 ; 2617 smooth out vec4 vo2 ;
2618 void main() { 2618 void main() {
2619 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2619 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2620 vo1 = vi4; 2620 vo1 = vi4;
2621 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2621 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2622 } 2622 }
2623 2623
2624 """ 2624 """
@@ -2632,7 +2632,7 @@ Pipeline
2632 smooth in vec4 vo2 ; 2632 smooth in vec4 vo2 ;
2633 out vec4 f0 ; 2633 out vec4 f0 ;
2634 void main() { 2634 void main() {
2635 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 2635 f0 = (vo2) * (texture2D (LightMap,vo1));
2636 } 2636 }
2637 2637
2638 """ 2638 """
@@ -2671,9 +2671,9 @@ Pipeline
2671 smooth out vec2 vo1 ; 2671 smooth out vec2 vo1 ;
2672 smooth out vec4 vo2 ; 2672 smooth out vec4 vo2 ;
2673 void main() { 2673 void main() {
2674 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2674 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2675 vo1 = vi3; 2675 vo1 = vi3;
2676 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2676 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2677 } 2677 }
2678 2678
2679 """ 2679 """
@@ -2687,7 +2687,7 @@ Pipeline
2687 smooth in vec4 vo2 ; 2687 smooth in vec4 vo2 ;
2688 out vec4 f0 ; 2688 out vec4 f0 ;
2689 void main() { 2689 void main() {
2690 f0 = ( vo2 ) * ( texture2D ( Tex_2893650486,vo1 ) ); 2690 f0 = (vo2) * (texture2D (Tex_2893650486,vo1));
2691 } 2691 }
2692 2692
2693 """ 2693 """
@@ -2725,9 +2725,9 @@ Pipeline
2725 smooth out vec2 vo1 ; 2725 smooth out vec2 vo1 ;
2726 smooth out vec4 vo2 ; 2726 smooth out vec4 vo2 ;
2727 void main() { 2727 void main() {
2728 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2728 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2729 vo1 = vi4; 2729 vo1 = vi4;
2730 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2730 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2731 } 2731 }
2732 2732
2733 """ 2733 """
@@ -2741,7 +2741,7 @@ Pipeline
2741 smooth in vec4 vo2 ; 2741 smooth in vec4 vo2 ;
2742 out vec4 f0 ; 2742 out vec4 f0 ;
2743 void main() { 2743 void main() {
2744 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 2744 f0 = (vo2) * (texture2D (LightMap,vo1));
2745 } 2745 }
2746 2746
2747 """ 2747 """
@@ -2780,9 +2780,9 @@ Pipeline
2780 smooth out vec2 vo1 ; 2780 smooth out vec2 vo1 ;
2781 smooth out vec4 vo2 ; 2781 smooth out vec4 vo2 ;
2782 void main() { 2782 void main() {
2783 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2783 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2784 vo1 = vi3; 2784 vo1 = vi3;
2785 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2785 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2786 } 2786 }
2787 2787
2788 """ 2788 """
@@ -2796,7 +2796,7 @@ Pipeline
2796 smooth in vec4 vo2 ; 2796 smooth in vec4 vo2 ;
2797 out vec4 f0 ; 2797 out vec4 f0 ;
2798 void main() { 2798 void main() {
2799 f0 = ( vo2 ) * ( texture2D ( Tex_3814342582,vo1 ) ); 2799 f0 = (vo2) * (texture2D (Tex_3814342582,vo1));
2800 } 2800 }
2801 2801
2802 """ 2802 """
@@ -2834,9 +2834,9 @@ Pipeline
2834 smooth out vec2 vo1 ; 2834 smooth out vec2 vo1 ;
2835 smooth out vec4 vo2 ; 2835 smooth out vec4 vo2 ;
2836 void main() { 2836 void main() {
2837 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2837 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2838 vo1 = vi4; 2838 vo1 = vi4;
2839 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2839 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2840 } 2840 }
2841 2841
2842 """ 2842 """
@@ -2850,7 +2850,7 @@ Pipeline
2850 smooth in vec4 vo2 ; 2850 smooth in vec4 vo2 ;
2851 out vec4 f0 ; 2851 out vec4 f0 ;
2852 void main() { 2852 void main() {
2853 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 2853 f0 = (vo2) * (texture2D (LightMap,vo1));
2854 } 2854 }
2855 2855
2856 """ 2856 """
@@ -2889,9 +2889,9 @@ Pipeline
2889 smooth out vec2 vo1 ; 2889 smooth out vec2 vo1 ;
2890 smooth out vec4 vo2 ; 2890 smooth out vec4 vo2 ;
2891 void main() { 2891 void main() {
2892 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2892 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2893 vo1 = vi3; 2893 vo1 = vi3;
2894 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2894 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2895 } 2895 }
2896 2896
2897 """ 2897 """
@@ -2905,7 +2905,7 @@ Pipeline
2905 smooth in vec4 vo2 ; 2905 smooth in vec4 vo2 ;
2906 out vec4 f0 ; 2906 out vec4 f0 ;
2907 void main() { 2907 void main() {
2908 f0 = ( vo2 ) * ( texture2D ( Tex_4189195777,vo1 ) ); 2908 f0 = (vo2) * (texture2D (Tex_4189195777,vo1));
2909 } 2909 }
2910 2910
2911 """ 2911 """
@@ -2943,9 +2943,9 @@ Pipeline
2943 smooth out vec2 vo1 ; 2943 smooth out vec2 vo1 ;
2944 smooth out vec4 vo2 ; 2944 smooth out vec4 vo2 ;
2945 void main() { 2945 void main() {
2946 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2946 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2947 vo1 = vi4; 2947 vo1 = vi4;
2948 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2948 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2949 } 2949 }
2950 2950
2951 """ 2951 """
@@ -2959,7 +2959,7 @@ Pipeline
2959 smooth in vec4 vo2 ; 2959 smooth in vec4 vo2 ;
2960 out vec4 f0 ; 2960 out vec4 f0 ;
2961 void main() { 2961 void main() {
2962 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 2962 f0 = (vo2) * (texture2D (LightMap,vo1));
2963 } 2963 }
2964 2964
2965 """ 2965 """
@@ -2998,9 +2998,9 @@ Pipeline
2998 smooth out vec2 vo1 ; 2998 smooth out vec2 vo1 ;
2999 smooth out vec4 vo2 ; 2999 smooth out vec4 vo2 ;
3000 void main() { 3000 void main() {
3001 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3001 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3002 vo1 = vi3; 3002 vo1 = vi3;
3003 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3003 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3004 } 3004 }
3005 3005
3006 """ 3006 """
@@ -3014,7 +3014,7 @@ Pipeline
3014 smooth in vec4 vo2 ; 3014 smooth in vec4 vo2 ;
3015 out vec4 f0 ; 3015 out vec4 f0 ;
3016 void main() { 3016 void main() {
3017 f0 = ( vo2 ) * ( texture2D ( Tex_2239853403,vo1 ) ); 3017 f0 = (vo2) * (texture2D (Tex_2239853403,vo1));
3018 } 3018 }
3019 3019
3020 """ 3020 """
@@ -3052,9 +3052,9 @@ Pipeline
3052 smooth out vec2 vo1 ; 3052 smooth out vec2 vo1 ;
3053 smooth out vec4 vo2 ; 3053 smooth out vec4 vo2 ;
3054 void main() { 3054 void main() {
3055 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3055 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3056 vo1 = vi4; 3056 vo1 = vi4;
3057 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3057 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3058 } 3058 }
3059 3059
3060 """ 3060 """
@@ -3068,7 +3068,7 @@ Pipeline
3068 smooth in vec4 vo2 ; 3068 smooth in vec4 vo2 ;
3069 out vec4 f0 ; 3069 out vec4 f0 ;
3070 void main() { 3070 void main() {
3071 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 3071 f0 = (vo2) * (texture2D (LightMap,vo1));
3072 } 3072 }
3073 3073
3074 """ 3074 """
@@ -3107,9 +3107,9 @@ Pipeline
3107 smooth out vec2 vo1 ; 3107 smooth out vec2 vo1 ;
3108 smooth out vec4 vo2 ; 3108 smooth out vec4 vo2 ;
3109 void main() { 3109 void main() {
3110 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3110 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3111 vo1 = vi3; 3111 vo1 = vi3;
3112 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3112 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3113 } 3113 }
3114 3114
3115 """ 3115 """
@@ -3123,7 +3123,7 @@ Pipeline
3123 smooth in vec4 vo2 ; 3123 smooth in vec4 vo2 ;
3124 out vec4 f0 ; 3124 out vec4 f0 ;
3125 void main() { 3125 void main() {
3126 f0 = ( vo2 ) * ( texture2D ( Tex_2367525081,vo1 ) ); 3126 f0 = (vo2) * (texture2D (Tex_2367525081,vo1));
3127 } 3127 }
3128 3128
3129 """ 3129 """
@@ -3161,9 +3161,9 @@ Pipeline
3161 smooth out vec2 vo1 ; 3161 smooth out vec2 vo1 ;
3162 smooth out vec4 vo2 ; 3162 smooth out vec4 vo2 ;
3163 void main() { 3163 void main() {
3164 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3164 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3165 vo1 = vi4; 3165 vo1 = vi4;
3166 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3166 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3167 } 3167 }
3168 3168
3169 """ 3169 """
@@ -3177,7 +3177,7 @@ Pipeline
3177 smooth in vec4 vo2 ; 3177 smooth in vec4 vo2 ;
3178 out vec4 f0 ; 3178 out vec4 f0 ;
3179 void main() { 3179 void main() {
3180 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 3180 f0 = (vo2) * (texture2D (LightMap,vo1));
3181 } 3181 }
3182 3182
3183 """ 3183 """
@@ -3216,9 +3216,9 @@ Pipeline
3216 smooth out vec2 vo1 ; 3216 smooth out vec2 vo1 ;
3217 smooth out vec4 vo2 ; 3217 smooth out vec4 vo2 ;
3218 void main() { 3218 void main() {
3219 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3219 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3220 vo1 = vi3; 3220 vo1 = vi3;
3221 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3221 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3222 } 3222 }
3223 3223
3224 """ 3224 """
@@ -3232,7 +3232,7 @@ Pipeline
3232 smooth in vec4 vo2 ; 3232 smooth in vec4 vo2 ;
3233 out vec4 f0 ; 3233 out vec4 f0 ;
3234 void main() { 3234 void main() {
3235 f0 = ( vo2 ) * ( texture2D ( Tex_2523116863,vo1 ) ); 3235 f0 = (vo2) * (texture2D (Tex_2523116863,vo1));
3236 } 3236 }
3237 3237
3238 """ 3238 """
@@ -3270,9 +3270,9 @@ Pipeline
3270 smooth out vec2 vo1 ; 3270 smooth out vec2 vo1 ;
3271 smooth out vec4 vo2 ; 3271 smooth out vec4 vo2 ;
3272 void main() { 3272 void main() {
3273 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3273 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3274 vo1 = vi4; 3274 vo1 = vi4;
3275 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3275 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3276 } 3276 }
3277 3277
3278 """ 3278 """
@@ -3286,7 +3286,7 @@ Pipeline
3286 smooth in vec4 vo2 ; 3286 smooth in vec4 vo2 ;
3287 out vec4 f0 ; 3287 out vec4 f0 ;
3288 void main() { 3288 void main() {
3289 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 3289 f0 = (vo2) * (texture2D (LightMap,vo1));
3290 } 3290 }
3291 3291
3292 """ 3292 """
@@ -3325,9 +3325,9 @@ Pipeline
3325 smooth out vec2 vo1 ; 3325 smooth out vec2 vo1 ;
3326 smooth out vec4 vo2 ; 3326 smooth out vec4 vo2 ;
3327 void main() { 3327 void main() {
3328 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3328 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3329 vo1 = vi3; 3329 vo1 = vi3;
3330 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3330 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3331 } 3331 }
3332 3332
3333 """ 3333 """
@@ -3341,7 +3341,7 @@ Pipeline
3341 smooth in vec4 vo2 ; 3341 smooth in vec4 vo2 ;
3342 out vec4 f0 ; 3342 out vec4 f0 ;
3343 void main() { 3343 void main() {
3344 f0 = ( vo2 ) * ( texture2D ( Tex_2512757607,vo1 ) ); 3344 f0 = (vo2) * (texture2D (Tex_2512757607,vo1));
3345 } 3345 }
3346 3346
3347 """ 3347 """
@@ -3379,9 +3379,9 @@ Pipeline
3379 smooth out vec2 vo1 ; 3379 smooth out vec2 vo1 ;
3380 smooth out vec4 vo2 ; 3380 smooth out vec4 vo2 ;
3381 void main() { 3381 void main() {
3382 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3382 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3383 vo1 = vi4; 3383 vo1 = vi4;
3384 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3384 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3385 } 3385 }
3386 3386
3387 """ 3387 """
@@ -3395,7 +3395,7 @@ Pipeline
3395 smooth in vec4 vo2 ; 3395 smooth in vec4 vo2 ;
3396 out vec4 f0 ; 3396 out vec4 f0 ;
3397 void main() { 3397 void main() {
3398 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 3398 f0 = (vo2) * (texture2D (LightMap,vo1));
3399 } 3399 }
3400 3400
3401 """ 3401 """
@@ -3434,9 +3434,9 @@ Pipeline
3434 smooth out vec2 vo1 ; 3434 smooth out vec2 vo1 ;
3435 smooth out vec4 vo2 ; 3435 smooth out vec4 vo2 ;
3436 void main() { 3436 void main() {
3437 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3437 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3438 vo1 = vi3; 3438 vo1 = vi3;
3439 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3439 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3440 } 3440 }
3441 3441
3442 """ 3442 """
@@ -3450,7 +3450,7 @@ Pipeline
3450 smooth in vec4 vo2 ; 3450 smooth in vec4 vo2 ;
3451 out vec4 f0 ; 3451 out vec4 f0 ;
3452 void main() { 3452 void main() {
3453 f0 = ( vo2 ) * ( texture2D ( Tex_4289279309,vo1 ) ); 3453 f0 = (vo2) * (texture2D (Tex_4289279309,vo1));
3454 } 3454 }
3455 3455
3456 """ 3456 """
@@ -3488,9 +3488,9 @@ Pipeline
3488 smooth out vec2 vo1 ; 3488 smooth out vec2 vo1 ;
3489 smooth out vec4 vo2 ; 3489 smooth out vec4 vo2 ;
3490 void main() { 3490 void main() {
3491 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3491 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3492 vo1 = vi4; 3492 vo1 = vi4;
3493 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3493 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3494 } 3494 }
3495 3495
3496 """ 3496 """
@@ -3504,7 +3504,7 @@ Pipeline
3504 smooth in vec4 vo2 ; 3504 smooth in vec4 vo2 ;
3505 out vec4 f0 ; 3505 out vec4 f0 ;
3506 void main() { 3506 void main() {
3507 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 3507 f0 = (vo2) * (texture2D (LightMap,vo1));
3508 } 3508 }
3509 3509
3510 """ 3510 """
@@ -3543,9 +3543,9 @@ Pipeline
3543 smooth out vec2 vo1 ; 3543 smooth out vec2 vo1 ;
3544 smooth out vec4 vo2 ; 3544 smooth out vec4 vo2 ;
3545 void main() { 3545 void main() {
3546 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3546 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3547 vo1 = vi3; 3547 vo1 = vi3;
3548 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3548 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3549 } 3549 }
3550 3550
3551 """ 3551 """
@@ -3559,7 +3559,7 @@ Pipeline
3559 smooth in vec4 vo2 ; 3559 smooth in vec4 vo2 ;
3560 out vec4 f0 ; 3560 out vec4 f0 ;
3561 void main() { 3561 void main() {
3562 f0 = ( vo2 ) * ( texture2D ( Tex_2525124732,vo1 ) ); 3562 f0 = (vo2) * (texture2D (Tex_2525124732,vo1));
3563 } 3563 }
3564 3564
3565 """ 3565 """
@@ -3597,9 +3597,9 @@ Pipeline
3597 smooth out vec2 vo1 ; 3597 smooth out vec2 vo1 ;
3598 smooth out vec4 vo2 ; 3598 smooth out vec4 vo2 ;
3599 void main() { 3599 void main() {
3600 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3600 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3601 vo1 = vi4; 3601 vo1 = vi4;
3602 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3602 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3603 } 3603 }
3604 3604
3605 """ 3605 """
@@ -3613,7 +3613,7 @@ Pipeline
3613 smooth in vec4 vo2 ; 3613 smooth in vec4 vo2 ;
3614 out vec4 f0 ; 3614 out vec4 f0 ;
3615 void main() { 3615 void main() {
3616 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 3616 f0 = (vo2) * (texture2D (LightMap,vo1));
3617 } 3617 }
3618 3618
3619 """ 3619 """
@@ -3652,9 +3652,9 @@ Pipeline
3652 smooth out vec2 vo1 ; 3652 smooth out vec2 vo1 ;
3653 smooth out vec4 vo2 ; 3653 smooth out vec4 vo2 ;
3654 void main() { 3654 void main() {
3655 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3655 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3656 vo1 = vi3; 3656 vo1 = vi3;
3657 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3657 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3658 } 3658 }
3659 3659
3660 """ 3660 """
@@ -3668,7 +3668,7 @@ Pipeline
3668 smooth in vec4 vo2 ; 3668 smooth in vec4 vo2 ;
3669 out vec4 f0 ; 3669 out vec4 f0 ;
3670 void main() { 3670 void main() {
3671 f0 = ( vo2 ) * ( texture2D ( Tex_3071107621,vo1 ) ); 3671 f0 = (vo2) * (texture2D (Tex_3071107621,vo1));
3672 } 3672 }
3673 3673
3674 """ 3674 """
@@ -3706,9 +3706,9 @@ Pipeline
3706 smooth out vec2 vo1 ; 3706 smooth out vec2 vo1 ;
3707 smooth out vec4 vo2 ; 3707 smooth out vec4 vo2 ;
3708 void main() { 3708 void main() {
3709 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3709 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3710 vo1 = vi4; 3710 vo1 = vi4;
3711 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3711 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3712 } 3712 }
3713 3713
3714 """ 3714 """
@@ -3722,7 +3722,7 @@ Pipeline
3722 smooth in vec4 vo2 ; 3722 smooth in vec4 vo2 ;
3723 out vec4 f0 ; 3723 out vec4 f0 ;
3724 void main() { 3724 void main() {
3725 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 3725 f0 = (vo2) * (texture2D (LightMap,vo1));
3726 } 3726 }
3727 3727
3728 """ 3728 """
@@ -3761,9 +3761,9 @@ Pipeline
3761 smooth out vec2 vo1 ; 3761 smooth out vec2 vo1 ;
3762 smooth out vec4 vo2 ; 3762 smooth out vec4 vo2 ;
3763 void main() { 3763 void main() {
3764 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3764 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3765 vo1 = vi3; 3765 vo1 = vi3;
3766 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3766 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3767 } 3767 }
3768 3768
3769 """ 3769 """
@@ -3777,7 +3777,7 @@ Pipeline
3777 smooth in vec4 vo2 ; 3777 smooth in vec4 vo2 ;
3778 out vec4 f0 ; 3778 out vec4 f0 ;
3779 void main() { 3779 void main() {
3780 f0 = ( vo2 ) * ( texture2D ( Tex_3921745736,vo1 ) ); 3780 f0 = (vo2) * (texture2D (Tex_3921745736,vo1));
3781 } 3781 }
3782 3782
3783 """ 3783 """
@@ -3815,9 +3815,9 @@ Pipeline
3815 smooth out vec2 vo1 ; 3815 smooth out vec2 vo1 ;
3816 smooth out vec4 vo2 ; 3816 smooth out vec4 vo2 ;
3817 void main() { 3817 void main() {
3818 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3818 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3819 vo1 = vi4; 3819 vo1 = vi4;
3820 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3820 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3821 } 3821 }
3822 3822
3823 """ 3823 """
@@ -3831,7 +3831,7 @@ Pipeline
3831 smooth in vec4 vo2 ; 3831 smooth in vec4 vo2 ;
3832 out vec4 f0 ; 3832 out vec4 f0 ;
3833 void main() { 3833 void main() {
3834 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 3834 f0 = (vo2) * (texture2D (LightMap,vo1));
3835 } 3835 }
3836 3836
3837 """ 3837 """
@@ -3870,9 +3870,9 @@ Pipeline
3870 smooth out vec2 vo1 ; 3870 smooth out vec2 vo1 ;
3871 smooth out vec4 vo2 ; 3871 smooth out vec4 vo2 ;
3872 void main() { 3872 void main() {
3873 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3873 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3874 vo1 = vi3; 3874 vo1 = vi3;
3875 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3875 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3876 } 3876 }
3877 3877
3878 """ 3878 """
@@ -3886,7 +3886,7 @@ Pipeline
3886 smooth in vec4 vo2 ; 3886 smooth in vec4 vo2 ;
3887 out vec4 f0 ; 3887 out vec4 f0 ;
3888 void main() { 3888 void main() {
3889 f0 = ( vo2 ) * ( texture2D ( Tex_3647563961,vo1 ) ); 3889 f0 = (vo2) * (texture2D (Tex_3647563961,vo1));
3890 } 3890 }
3891 3891
3892 """ 3892 """
@@ -3924,9 +3924,9 @@ Pipeline
3924 smooth out vec2 vo1 ; 3924 smooth out vec2 vo1 ;
3925 smooth out vec4 vo2 ; 3925 smooth out vec4 vo2 ;
3926 void main() { 3926 void main() {
3927 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3927 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3928 vo1 = vi4; 3928 vo1 = vi4;
3929 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3929 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3930 } 3930 }
3931 3931
3932 """ 3932 """
@@ -3940,7 +3940,7 @@ Pipeline
3940 smooth in vec4 vo2 ; 3940 smooth in vec4 vo2 ;
3941 out vec4 f0 ; 3941 out vec4 f0 ;
3942 void main() { 3942 void main() {
3943 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 3943 f0 = (vo2) * (texture2D (LightMap,vo1));
3944 } 3944 }
3945 3945
3946 """ 3946 """
@@ -3979,9 +3979,9 @@ Pipeline
3979 smooth out vec2 vo1 ; 3979 smooth out vec2 vo1 ;
3980 smooth out vec4 vo2 ; 3980 smooth out vec4 vo2 ;
3981 void main() { 3981 void main() {
3982 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3982 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3983 vo1 = vi3; 3983 vo1 = vi3;
3984 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3984 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3985 } 3985 }
3986 3986
3987 """ 3987 """
@@ -3995,7 +3995,7 @@ Pipeline
3995 smooth in vec4 vo2 ; 3995 smooth in vec4 vo2 ;
3996 out vec4 f0 ; 3996 out vec4 f0 ;
3997 void main() { 3997 void main() {
3998 f0 = ( vo2 ) * ( texture2D ( Tex_3593923076,vo1 ) ); 3998 f0 = (vo2) * (texture2D (Tex_3593923076,vo1));
3999 } 3999 }
4000 4000
4001 """ 4001 """
@@ -4033,9 +4033,9 @@ Pipeline
4033 smooth out vec2 vo1 ; 4033 smooth out vec2 vo1 ;
4034 smooth out vec4 vo2 ; 4034 smooth out vec4 vo2 ;
4035 void main() { 4035 void main() {
4036 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4036 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4037 vo1 = vi4; 4037 vo1 = vi4;
4038 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4038 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4039 } 4039 }
4040 4040
4041 """ 4041 """
@@ -4049,7 +4049,7 @@ Pipeline
4049 smooth in vec4 vo2 ; 4049 smooth in vec4 vo2 ;
4050 out vec4 f0 ; 4050 out vec4 f0 ;
4051 void main() { 4051 void main() {
4052 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 4052 f0 = (vo2) * (texture2D (LightMap,vo1));
4053 } 4053 }
4054 4054
4055 """ 4055 """
@@ -4088,9 +4088,9 @@ Pipeline
4088 smooth out vec2 vo1 ; 4088 smooth out vec2 vo1 ;
4089 smooth out vec4 vo2 ; 4089 smooth out vec4 vo2 ;
4090 void main() { 4090 void main() {
4091 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4091 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4092 vo1 = vi3; 4092 vo1 = vi3;
4093 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4093 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4094 } 4094 }
4095 4095
4096 """ 4096 """
@@ -4104,7 +4104,7 @@ Pipeline
4104 smooth in vec4 vo2 ; 4104 smooth in vec4 vo2 ;
4105 out vec4 f0 ; 4105 out vec4 f0 ;
4106 void main() { 4106 void main() {
4107 f0 = ( vo2 ) * ( texture2D ( Tex_1435187472,vo1 ) ); 4107 f0 = (vo2) * (texture2D (Tex_1435187472,vo1));
4108 } 4108 }
4109 4109
4110 """ 4110 """
@@ -4142,9 +4142,9 @@ Pipeline
4142 smooth out vec2 vo1 ; 4142 smooth out vec2 vo1 ;
4143 smooth out vec4 vo2 ; 4143 smooth out vec4 vo2 ;
4144 void main() { 4144 void main() {
4145 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4145 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4146 vo1 = vi4; 4146 vo1 = vi4;
4147 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4147 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4148 } 4148 }
4149 4149
4150 """ 4150 """
@@ -4158,7 +4158,7 @@ Pipeline
4158 smooth in vec4 vo2 ; 4158 smooth in vec4 vo2 ;
4159 out vec4 f0 ; 4159 out vec4 f0 ;
4160 void main() { 4160 void main() {
4161 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 4161 f0 = (vo2) * (texture2D (LightMap,vo1));
4162 } 4162 }
4163 4163
4164 """ 4164 """
@@ -4197,9 +4197,9 @@ Pipeline
4197 smooth out vec2 vo1 ; 4197 smooth out vec2 vo1 ;
4198 smooth out vec4 vo2 ; 4198 smooth out vec4 vo2 ;
4199 void main() { 4199 void main() {
4200 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4200 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4201 vo1 = vi3; 4201 vo1 = vi3;
4202 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4202 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4203 } 4203 }
4204 4204
4205 """ 4205 """
@@ -4213,7 +4213,7 @@ Pipeline
4213 smooth in vec4 vo2 ; 4213 smooth in vec4 vo2 ;
4214 out vec4 f0 ; 4214 out vec4 f0 ;
4215 void main() { 4215 void main() {
4216 f0 = ( vo2 ) * ( texture2D ( Tex_1318715778,vo1 ) ); 4216 f0 = (vo2) * (texture2D (Tex_1318715778,vo1));
4217 } 4217 }
4218 4218
4219 """ 4219 """
@@ -4251,9 +4251,9 @@ Pipeline
4251 smooth out vec2 vo1 ; 4251 smooth out vec2 vo1 ;
4252 smooth out vec4 vo2 ; 4252 smooth out vec4 vo2 ;
4253 void main() { 4253 void main() {
4254 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4254 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4255 vo1 = vi4; 4255 vo1 = vi4;
4256 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4256 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4257 } 4257 }
4258 4258
4259 """ 4259 """
@@ -4267,7 +4267,7 @@ Pipeline
4267 smooth in vec4 vo2 ; 4267 smooth in vec4 vo2 ;
4268 out vec4 f0 ; 4268 out vec4 f0 ;
4269 void main() { 4269 void main() {
4270 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 4270 f0 = (vo2) * (texture2D (LightMap,vo1));
4271 } 4271 }
4272 4272
4273 """ 4273 """
@@ -4305,9 +4305,9 @@ Pipeline
4305 smooth out vec2 vo1 ; 4305 smooth out vec2 vo1 ;
4306 smooth out vec4 vo2 ; 4306 smooth out vec4 vo2 ;
4307 void main() { 4307 void main() {
4308 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4308 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4309 vo1 = vi3; 4309 vo1 = vi3;
4310 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4310 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4311 } 4311 }
4312 4312
4313 """ 4313 """
@@ -4321,7 +4321,7 @@ Pipeline
4321 smooth in vec4 vo2 ; 4321 smooth in vec4 vo2 ;
4322 out vec4 f0 ; 4322 out vec4 f0 ;
4323 void main() { 4323 void main() {
4324 f0 = ( vo2 ) * ( texture2D ( Tex_442868841,vo1 ) ); 4324 f0 = (vo2) * (texture2D (Tex_442868841,vo1));
4325 } 4325 }
4326 4326
4327 """ 4327 """
@@ -4359,9 +4359,9 @@ Pipeline
4359 smooth out vec2 vo1 ; 4359 smooth out vec2 vo1 ;
4360 smooth out vec4 vo2 ; 4360 smooth out vec4 vo2 ;
4361 void main() { 4361 void main() {
4362 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4362 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4363 vo1 = vi4; 4363 vo1 = vi4;
4364 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4364 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4365 } 4365 }
4366 4366
4367 """ 4367 """
@@ -4375,7 +4375,7 @@ Pipeline
4375 smooth in vec4 vo2 ; 4375 smooth in vec4 vo2 ;
4376 out vec4 f0 ; 4376 out vec4 f0 ;
4377 void main() { 4377 void main() {
4378 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 4378 f0 = (vo2) * (texture2D (LightMap,vo1));
4379 } 4379 }
4380 4380
4381 """ 4381 """
@@ -4414,9 +4414,9 @@ Pipeline
4414 smooth out vec2 vo1 ; 4414 smooth out vec2 vo1 ;
4415 smooth out vec4 vo2 ; 4415 smooth out vec4 vo2 ;
4416 void main() { 4416 void main() {
4417 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4417 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4418 vo1 = vi3; 4418 vo1 = vi3;
4419 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4419 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4420 } 4420 }
4421 4421
4422 """ 4422 """
@@ -4430,7 +4430,7 @@ Pipeline
4430 smooth in vec4 vo2 ; 4430 smooth in vec4 vo2 ;
4431 out vec4 f0 ; 4431 out vec4 f0 ;
4432 void main() { 4432 void main() {
4433 f0 = ( vo2 ) * ( texture2D ( Tex_2289735512,vo1 ) ); 4433 f0 = (vo2) * (texture2D (Tex_2289735512,vo1));
4434 } 4434 }
4435 4435
4436 """ 4436 """
@@ -4468,9 +4468,9 @@ Pipeline
4468 smooth out vec2 vo1 ; 4468 smooth out vec2 vo1 ;
4469 smooth out vec4 vo2 ; 4469 smooth out vec4 vo2 ;
4470 void main() { 4470 void main() {
4471 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4471 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4472 vo1 = vi4; 4472 vo1 = vi4;
4473 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4473 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4474 } 4474 }
4475 4475
4476 """ 4476 """
@@ -4484,7 +4484,7 @@ Pipeline
4484 smooth in vec4 vo2 ; 4484 smooth in vec4 vo2 ;
4485 out vec4 f0 ; 4485 out vec4 f0 ;
4486 void main() { 4486 void main() {
4487 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 4487 f0 = (vo2) * (texture2D (LightMap,vo1));
4488 } 4488 }
4489 4489
4490 """ 4490 """
@@ -4523,9 +4523,9 @@ Pipeline
4523 smooth out vec2 vo1 ; 4523 smooth out vec2 vo1 ;
4524 smooth out vec4 vo2 ; 4524 smooth out vec4 vo2 ;
4525 void main() { 4525 void main() {
4526 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4526 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4527 vo1 = vi3; 4527 vo1 = vi3;
4528 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4528 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4529 } 4529 }
4530 4530
4531 """ 4531 """
@@ -4539,7 +4539,7 @@ Pipeline
4539 smooth in vec4 vo2 ; 4539 smooth in vec4 vo2 ;
4540 out vec4 f0 ; 4540 out vec4 f0 ;
4541 void main() { 4541 void main() {
4542 f0 = ( vo2 ) * ( texture2D ( Tex_3939430064,vo1 ) ); 4542 f0 = (vo2) * (texture2D (Tex_3939430064,vo1));
4543 } 4543 }
4544 4544
4545 """ 4545 """
@@ -4577,9 +4577,9 @@ Pipeline
4577 smooth out vec2 vo1 ; 4577 smooth out vec2 vo1 ;
4578 smooth out vec4 vo2 ; 4578 smooth out vec4 vo2 ;
4579 void main() { 4579 void main() {
4580 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4580 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4581 vo1 = vi4; 4581 vo1 = vi4;
4582 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4582 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4583 } 4583 }
4584 4584
4585 """ 4585 """
@@ -4593,7 +4593,7 @@ Pipeline
4593 smooth in vec4 vo2 ; 4593 smooth in vec4 vo2 ;
4594 out vec4 f0 ; 4594 out vec4 f0 ;
4595 void main() { 4595 void main() {
4596 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 4596 f0 = (vo2) * (texture2D (LightMap,vo1));
4597 } 4597 }
4598 4598
4599 """ 4599 """
@@ -4632,9 +4632,9 @@ Pipeline
4632 smooth out vec2 vo1 ; 4632 smooth out vec2 vo1 ;
4633 smooth out vec4 vo2 ; 4633 smooth out vec4 vo2 ;
4634 void main() { 4634 void main() {
4635 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4635 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4636 vo1 = vi3; 4636 vo1 = vi3;
4637 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4637 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4638 } 4638 }
4639 4639
4640 """ 4640 """
@@ -4648,7 +4648,7 @@ Pipeline
4648 smooth in vec4 vo2 ; 4648 smooth in vec4 vo2 ;
4649 out vec4 f0 ; 4649 out vec4 f0 ;
4650 void main() { 4650 void main() {
4651 f0 = ( vo2 ) * ( texture2D ( Tex_3012001075,vo1 ) ); 4651 f0 = (vo2) * (texture2D (Tex_3012001075,vo1));
4652 } 4652 }
4653 4653
4654 """ 4654 """
@@ -4686,9 +4686,9 @@ Pipeline
4686 smooth out vec2 vo1 ; 4686 smooth out vec2 vo1 ;
4687 smooth out vec4 vo2 ; 4687 smooth out vec4 vo2 ;
4688 void main() { 4688 void main() {
4689 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4689 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4690 vo1 = vi4; 4690 vo1 = vi4;
4691 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4691 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4692 } 4692 }
4693 4693
4694 """ 4694 """
@@ -4702,7 +4702,7 @@ Pipeline
4702 smooth in vec4 vo2 ; 4702 smooth in vec4 vo2 ;
4703 out vec4 f0 ; 4703 out vec4 f0 ;
4704 void main() { 4704 void main() {
4705 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 4705 f0 = (vo2) * (texture2D (LightMap,vo1));
4706 } 4706 }
4707 4707
4708 """ 4708 """
@@ -4741,9 +4741,9 @@ Pipeline
4741 smooth out vec2 vo1 ; 4741 smooth out vec2 vo1 ;
4742 smooth out vec4 vo2 ; 4742 smooth out vec4 vo2 ;
4743 void main() { 4743 void main() {
4744 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4744 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4745 vo1 = vi3; 4745 vo1 = vi3;
4746 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4746 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4747 } 4747 }
4748 4748
4749 """ 4749 """
@@ -4757,7 +4757,7 @@ Pipeline
4757 smooth in vec4 vo2 ; 4757 smooth in vec4 vo2 ;
4758 out vec4 f0 ; 4758 out vec4 f0 ;
4759 void main() { 4759 void main() {
4760 f0 = ( vo2 ) * ( texture2D ( Tex_3768122504,vo1 ) ); 4760 f0 = (vo2) * (texture2D (Tex_3768122504,vo1));
4761 } 4761 }
4762 4762
4763 """ 4763 """
@@ -4795,9 +4795,9 @@ Pipeline
4795 smooth out vec2 vo1 ; 4795 smooth out vec2 vo1 ;
4796 smooth out vec4 vo2 ; 4796 smooth out vec4 vo2 ;
4797 void main() { 4797 void main() {
4798 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4798 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4799 vo1 = vi4; 4799 vo1 = vi4;
4800 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4800 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4801 } 4801 }
4802 4802
4803 """ 4803 """
@@ -4811,7 +4811,7 @@ Pipeline
4811 smooth in vec4 vo2 ; 4811 smooth in vec4 vo2 ;
4812 out vec4 f0 ; 4812 out vec4 f0 ;
4813 void main() { 4813 void main() {
4814 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 4814 f0 = (vo2) * (texture2D (LightMap,vo1));
4815 } 4815 }
4816 4816
4817 """ 4817 """
@@ -4850,9 +4850,9 @@ Pipeline
4850 smooth out vec2 vo1 ; 4850 smooth out vec2 vo1 ;
4851 smooth out vec4 vo2 ; 4851 smooth out vec4 vo2 ;
4852 void main() { 4852 void main() {
4853 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4853 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4854 vo1 = vi3; 4854 vo1 = vi3;
4855 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4855 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4856 } 4856 }
4857 4857
4858 """ 4858 """
@@ -4866,7 +4866,7 @@ Pipeline
4866 smooth in vec4 vo2 ; 4866 smooth in vec4 vo2 ;
4867 out vec4 f0 ; 4867 out vec4 f0 ;
4868 void main() { 4868 void main() {
4869 f0 = ( vo2 ) * ( texture2D ( Tex_2634868983,vo1 ) ); 4869 f0 = (vo2) * (texture2D (Tex_2634868983,vo1));
4870 } 4870 }
4871 4871
4872 """ 4872 """
@@ -4904,9 +4904,9 @@ Pipeline
4904 smooth out vec2 vo1 ; 4904 smooth out vec2 vo1 ;
4905 smooth out vec4 vo2 ; 4905 smooth out vec4 vo2 ;
4906 void main() { 4906 void main() {
4907 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4907 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4908 vo1 = vi4; 4908 vo1 = vi4;
4909 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4909 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4910 } 4910 }
4911 4911
4912 """ 4912 """
@@ -4920,7 +4920,7 @@ Pipeline
4920 smooth in vec4 vo2 ; 4920 smooth in vec4 vo2 ;
4921 out vec4 f0 ; 4921 out vec4 f0 ;
4922 void main() { 4922 void main() {
4923 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 4923 f0 = (vo2) * (texture2D (LightMap,vo1));
4924 } 4924 }
4925 4925
4926 """ 4926 """
@@ -4959,9 +4959,9 @@ Pipeline
4959 smooth out vec2 vo1 ; 4959 smooth out vec2 vo1 ;
4960 smooth out vec4 vo2 ; 4960 smooth out vec4 vo2 ;
4961 void main() { 4961 void main() {
4962 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4962 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4963 vo1 = vi3; 4963 vo1 = vi3;
4964 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4964 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4965 } 4965 }
4966 4966
4967 """ 4967 """
@@ -4975,7 +4975,7 @@ Pipeline
4975 smooth in vec4 vo2 ; 4975 smooth in vec4 vo2 ;
4976 out vec4 f0 ; 4976 out vec4 f0 ;
4977 void main() { 4977 void main() {
4978 f0 = ( vo2 ) * ( texture2D ( Tex_3269743316,vo1 ) ); 4978 f0 = (vo2) * (texture2D (Tex_3269743316,vo1));
4979 } 4979 }
4980 4980
4981 """ 4981 """
@@ -5013,9 +5013,9 @@ Pipeline
5013 smooth out vec2 vo1 ; 5013 smooth out vec2 vo1 ;
5014 smooth out vec4 vo2 ; 5014 smooth out vec4 vo2 ;
5015 void main() { 5015 void main() {
5016 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5016 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5017 vo1 = vi4; 5017 vo1 = vi4;
5018 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5018 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5019 } 5019 }
5020 5020
5021 """ 5021 """
@@ -5029,7 +5029,7 @@ Pipeline
5029 smooth in vec4 vo2 ; 5029 smooth in vec4 vo2 ;
5030 out vec4 f0 ; 5030 out vec4 f0 ;
5031 void main() { 5031 void main() {
5032 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 5032 f0 = (vo2) * (texture2D (LightMap,vo1));
5033 } 5033 }
5034 5034
5035 """ 5035 """
@@ -5068,9 +5068,9 @@ Pipeline
5068 smooth out vec2 vo1 ; 5068 smooth out vec2 vo1 ;
5069 smooth out vec4 vo2 ; 5069 smooth out vec4 vo2 ;
5070 void main() { 5070 void main() {
5071 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5071 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5072 vo1 = vi3; 5072 vo1 = vi3;
5073 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5073 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5074 } 5074 }
5075 5075
5076 """ 5076 """
@@ -5084,7 +5084,7 @@ Pipeline
5084 smooth in vec4 vo2 ; 5084 smooth in vec4 vo2 ;
5085 out vec4 f0 ; 5085 out vec4 f0 ;
5086 void main() { 5086 void main() {
5087 f0 = ( vo2 ) * ( texture2D ( Tex_3617993418,vo1 ) ); 5087 f0 = (vo2) * (texture2D (Tex_3617993418,vo1));
5088 } 5088 }
5089 5089
5090 """ 5090 """
@@ -5122,9 +5122,9 @@ Pipeline
5122 smooth out vec2 vo1 ; 5122 smooth out vec2 vo1 ;
5123 smooth out vec4 vo2 ; 5123 smooth out vec4 vo2 ;
5124 void main() { 5124 void main() {
5125 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5125 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5126 vo1 = vi4; 5126 vo1 = vi4;
5127 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5127 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5128 } 5128 }
5129 5129
5130 """ 5130 """
@@ -5138,7 +5138,7 @@ Pipeline
5138 smooth in vec4 vo2 ; 5138 smooth in vec4 vo2 ;
5139 out vec4 f0 ; 5139 out vec4 f0 ;
5140 void main() { 5140 void main() {
5141 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 5141 f0 = (vo2) * (texture2D (LightMap,vo1));
5142 } 5142 }
5143 5143
5144 """ 5144 """
@@ -5177,9 +5177,9 @@ Pipeline
5177 smooth out vec2 vo1 ; 5177 smooth out vec2 vo1 ;
5178 smooth out vec4 vo2 ; 5178 smooth out vec4 vo2 ;
5179 void main() { 5179 void main() {
5180 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5180 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5181 vo1 = vi3; 5181 vo1 = vi3;
5182 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5182 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5183 } 5183 }
5184 5184
5185 """ 5185 """
@@ -5193,7 +5193,7 @@ Pipeline
5193 smooth in vec4 vo2 ; 5193 smooth in vec4 vo2 ;
5194 out vec4 f0 ; 5194 out vec4 f0 ;
5195 void main() { 5195 void main() {
5196 f0 = ( vo2 ) * ( texture2D ( Tex_1243894392,vo1 ) ); 5196 f0 = (vo2) * (texture2D (Tex_1243894392,vo1));
5197 } 5197 }
5198 5198
5199 """ 5199 """
@@ -5231,9 +5231,9 @@ Pipeline
5231 smooth out vec2 vo1 ; 5231 smooth out vec2 vo1 ;
5232 smooth out vec4 vo2 ; 5232 smooth out vec4 vo2 ;
5233 void main() { 5233 void main() {
5234 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5234 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5235 vo1 = vi4; 5235 vo1 = vi4;
5236 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5236 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5237 } 5237 }
5238 5238
5239 """ 5239 """
@@ -5247,7 +5247,7 @@ Pipeline
5247 smooth in vec4 vo2 ; 5247 smooth in vec4 vo2 ;
5248 out vec4 f0 ; 5248 out vec4 f0 ;
5249 void main() { 5249 void main() {
5250 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 5250 f0 = (vo2) * (texture2D (LightMap,vo1));
5251 } 5251 }
5252 5252
5253 """ 5253 """
@@ -5286,9 +5286,9 @@ Pipeline
5286 smooth out vec2 vo1 ; 5286 smooth out vec2 vo1 ;
5287 smooth out vec4 vo2 ; 5287 smooth out vec4 vo2 ;
5288 void main() { 5288 void main() {
5289 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5289 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5290 vo1 = vi3; 5290 vo1 = vi3;
5291 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5291 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5292 } 5292 }
5293 5293
5294 """ 5294 """
@@ -5302,7 +5302,7 @@ Pipeline
5302 smooth in vec4 vo2 ; 5302 smooth in vec4 vo2 ;
5303 out vec4 f0 ; 5303 out vec4 f0 ;
5304 void main() { 5304 void main() {
5305 f0 = ( vo2 ) * ( texture2D ( Tex_2966885788,vo1 ) ); 5305 f0 = (vo2) * (texture2D (Tex_2966885788,vo1));
5306 } 5306 }
5307 5307
5308 """ 5308 """
@@ -5340,9 +5340,9 @@ Pipeline
5340 smooth out vec2 vo1 ; 5340 smooth out vec2 vo1 ;
5341 smooth out vec4 vo2 ; 5341 smooth out vec4 vo2 ;
5342 void main() { 5342 void main() {
5343 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5343 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5344 vo1 = vi4; 5344 vo1 = vi4;
5345 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5345 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5346 } 5346 }
5347 5347
5348 """ 5348 """
@@ -5356,7 +5356,7 @@ Pipeline
5356 smooth in vec4 vo2 ; 5356 smooth in vec4 vo2 ;
5357 out vec4 f0 ; 5357 out vec4 f0 ;
5358 void main() { 5358 void main() {
5359 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 5359 f0 = (vo2) * (texture2D (LightMap,vo1));
5360 } 5360 }
5361 5361
5362 """ 5362 """
@@ -5395,9 +5395,9 @@ Pipeline
5395 smooth out vec2 vo1 ; 5395 smooth out vec2 vo1 ;
5396 smooth out vec4 vo2 ; 5396 smooth out vec4 vo2 ;
5397 void main() { 5397 void main() {
5398 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5398 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5399 vo1 = vi3; 5399 vo1 = vi3;
5400 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5400 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5401 } 5401 }
5402 5402
5403 """ 5403 """
@@ -5411,7 +5411,7 @@ Pipeline
5411 smooth in vec4 vo2 ; 5411 smooth in vec4 vo2 ;
5412 out vec4 f0 ; 5412 out vec4 f0 ;
5413 void main() { 5413 void main() {
5414 f0 = ( vo2 ) * ( texture2D ( Tex_1250438154,vo1 ) ); 5414 f0 = (vo2) * (texture2D (Tex_1250438154,vo1));
5415 } 5415 }
5416 5416
5417 """ 5417 """
@@ -5449,9 +5449,9 @@ Pipeline
5449 smooth out vec2 vo1 ; 5449 smooth out vec2 vo1 ;
5450 smooth out vec4 vo2 ; 5450 smooth out vec4 vo2 ;
5451 void main() { 5451 void main() {
5452 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5452 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5453 vo1 = vi4; 5453 vo1 = vi4;
5454 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5454 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5455 } 5455 }
5456 5456
5457 """ 5457 """
@@ -5465,7 +5465,7 @@ Pipeline
5465 smooth in vec4 vo2 ; 5465 smooth in vec4 vo2 ;
5466 out vec4 f0 ; 5466 out vec4 f0 ;
5467 void main() { 5467 void main() {
5468 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 5468 f0 = (vo2) * (texture2D (LightMap,vo1));
5469 } 5469 }
5470 5470
5471 """ 5471 """
@@ -5504,9 +5504,9 @@ Pipeline
5504 smooth out vec2 vo1 ; 5504 smooth out vec2 vo1 ;
5505 smooth out vec4 vo2 ; 5505 smooth out vec4 vo2 ;
5506 void main() { 5506 void main() {
5507 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5507 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5508 vo1 = vi3; 5508 vo1 = vi3;
5509 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5509 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5510 } 5510 }
5511 5511
5512 """ 5512 """
@@ -5520,7 +5520,7 @@ Pipeline
5520 smooth in vec4 vo2 ; 5520 smooth in vec4 vo2 ;
5521 out vec4 f0 ; 5521 out vec4 f0 ;
5522 void main() { 5522 void main() {
5523 f0 = ( vo2 ) * ( texture2D ( Tex_2490648334,vo1 ) ); 5523 f0 = (vo2) * (texture2D (Tex_2490648334,vo1));
5524 } 5524 }
5525 5525
5526 """ 5526 """
@@ -5558,9 +5558,9 @@ Pipeline
5558 smooth out vec2 vo1 ; 5558 smooth out vec2 vo1 ;
5559 smooth out vec4 vo2 ; 5559 smooth out vec4 vo2 ;
5560 void main() { 5560 void main() {
5561 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5561 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5562 vo1 = vi4; 5562 vo1 = vi4;
5563 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5563 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5564 } 5564 }
5565 5565
5566 """ 5566 """
@@ -5574,7 +5574,7 @@ Pipeline
5574 smooth in vec4 vo2 ; 5574 smooth in vec4 vo2 ;
5575 out vec4 f0 ; 5575 out vec4 f0 ;
5576 void main() { 5576 void main() {
5577 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 5577 f0 = (vo2) * (texture2D (LightMap,vo1));
5578 } 5578 }
5579 5579
5580 """ 5580 """
@@ -5613,9 +5613,9 @@ Pipeline
5613 smooth out vec2 vo1 ; 5613 smooth out vec2 vo1 ;
5614 smooth out vec4 vo2 ; 5614 smooth out vec4 vo2 ;
5615 void main() { 5615 void main() {
5616 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5616 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5617 vo1 = vi3; 5617 vo1 = vi3;
5618 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5618 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5619 } 5619 }
5620 5620
5621 """ 5621 """
@@ -5629,7 +5629,7 @@ Pipeline
5629 smooth in vec4 vo2 ; 5629 smooth in vec4 vo2 ;
5630 out vec4 f0 ; 5630 out vec4 f0 ;
5631 void main() { 5631 void main() {
5632 f0 = ( vo2 ) * ( texture2D ( Tex_3694494180,vo1 ) ); 5632 f0 = (vo2) * (texture2D (Tex_3694494180,vo1));
5633 } 5633 }
5634 5634
5635 """ 5635 """
diff --git a/testdata/HyperbolicParaboloic.out b/testdata/HyperbolicParaboloic.out
index b6de88a6..43104893 100644
--- a/testdata/HyperbolicParaboloic.out
+++ b/testdata/HyperbolicParaboloic.out
@@ -31,8 +31,8 @@ Pipeline
31 in vec3 vi1 ; 31 in vec3 vi1 ;
32 smooth out vec4 vo1 ; 32 smooth out vec4 vo1 ;
33 void main() { 33 void main() {
34 gl_Position = ( ( MVP ) * ( vec4 ( ( ( Mouse ).y ) * ( ( vi1 ).x ),( ( ( 0.5 ) * ( ( Mouse ).x ) ) * ( ( vi1 ).x ) ) * ( ( vi1 ).y ),( ( Mouse ).y ) * ( ( vi1 ).y ),1.0 ) ) ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) ); 34 gl_Position = ((MVP) * (vec4 (((Mouse).y) * ((vi1).x),(((0.5) * ((Mouse).x)) * ((vi1).x)) * ((vi1).y),((Mouse).y) * ((vi1).y),1.0))) * (vec4 (0.1,0.1,0.1,1.0));
35 vo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ); 35 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0);
36 } 36 }
37 37
38 """ 38 """
diff --git a/testdata/Hyperboloid.out b/testdata/Hyperboloid.out
index b5159841..5619e6b8 100644
--- a/testdata/Hyperboloid.out
+++ b/testdata/Hyperboloid.out
@@ -31,8 +31,8 @@ Pipeline
31 in vec3 vi1 ; 31 in vec3 vi1 ;
32 smooth out vec4 vo1 ; 32 smooth out vec4 vo1 ;
33 void main() { 33 void main() {
34 gl_Position = ( ( MVP ) * ( vec4 ( ( ( 2.0 ) * ( ( Mouse ).y ) ) * ( sin ( ( ( 0.7 ) * ( ( vi1 ).x ) ) + ( ( ( Mouse ).x ) * ( ( vi1 ).y ) ) ) ),( vi1 ).y,( ( 2.0 ) * ( ( Mouse ).y ) ) * ( cos ( ( ( 0.7 ) * ( ( vi1 ).x ) ) + ( ( ( Mouse ).x ) * ( ( vi1 ).y ) ) ) ),1.0 ) ) ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) ); 34 gl_Position = ((MVP) * (vec4 (((2.0) * ((Mouse).y)) * (sin (((0.7) * ((vi1).x)) + (((Mouse).x) * ((vi1).y)))),(vi1).y,((2.0) * ((Mouse).y)) * (cos (((0.7) * ((vi1).x)) + (((Mouse).x) * ((vi1).y)))),1.0))) * (vec4 (0.1,0.1,0.1,1.0));
35 vo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ); 35 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0);
36 } 36 }
37 37
38 """ 38 """
diff --git a/testdata/NewStyle.out b/testdata/NewStyle.out
index 5037cfcf..70e7cdc5 100644
--- a/testdata/NewStyle.out
+++ b/testdata/NewStyle.out
@@ -29,7 +29,7 @@ Pipeline
29 in vec4 vi1 ; 29 in vec4 vi1 ;
30 smooth out vec4 vo1 ; 30 smooth out vec4 vo1 ;
31 void main() { 31 void main() {
32 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 32 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
33 vo1 = vi1; 33 vo1 = vi1;
34 } 34 }
35 35
diff --git a/testdata/PrimReduce.out b/testdata/PrimReduce.out
index 1ca6738d..257a707d 100644
--- a/testdata/PrimReduce.out
+++ b/testdata/PrimReduce.out
@@ -25,7 +25,7 @@ Pipeline
25 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 25 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
26 in vec4 vi1 ; 26 in vec4 vi1 ;
27 void main() { 27 void main() {
28 gl_Position = ( ( mat4 ( vec4 ( cos ( 3.0 ),( 0.0 ) - ( sin ( 3.0 ) ),0.0,0.0 ),vec4 ( sin ( 3.0 ),cos ( 3.0 ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) ); 28 gl_Position = ((mat4 (vec4 (cos (3.0),(0.0) - (sin (3.0)),0.0,0.0),vec4 (sin (3.0),cos (3.0),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 (0.1,0.1,0.1,1.0));
29 } 29 }
30 30
31 """ 31 """
@@ -36,7 +36,7 @@ Pipeline
36 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 36 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
37 out vec4 f0 ; 37 out vec4 f0 ;
38 void main() { 38 void main() {
39 f0 = vec4 ( 0.0,0.0,1.0,1.0 ); 39 f0 = vec4 (0.0,0.0,1.0,1.0);
40 } 40 }
41 41
42 """ 42 """
diff --git a/testdata/Spiral.out b/testdata/Spiral.out
index b9351455..66f34a90 100644
--- a/testdata/Spiral.out
+++ b/testdata/Spiral.out
@@ -31,8 +31,8 @@ Pipeline
31 in vec3 vi1 ; 31 in vec3 vi1 ;
32 smooth out vec4 vo1 ; 32 smooth out vec4 vo1 ;
33 void main() { 33 void main() {
34 gl_Position = ( ( MVP ) * ( vec4 ( ( exp ( ( ( ( Mouse ).x ) - ( 0.5 ) ) * ( ( vi1 ).x ) ) ) * ( sin ( ( 0.9 ) * ( ( vi1 ).x ) ) ),( exp ( ( ( ( Mouse ).x ) - ( 0.5 ) ) * ( ( vi1 ).x ) ) ) * ( cos ( ( 0.9 ) * ( ( vi1 ).x ) ) ),( ( Mouse ).y ) * ( ( 0.9 ) * ( ( vi1 ).x ) ),1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 34 gl_Position = ((MVP) * (vec4 ((exp ((((Mouse).x) - (0.5)) * ((vi1).x))) * (sin ((0.9) * ((vi1).x))),(exp ((((Mouse).x) - (0.5)) * ((vi1).x))) * (cos ((0.9) * ((vi1).x))),((Mouse).y) * ((0.9) * ((vi1).x)),1.0))) * (vec4 (0.5,0.5,0.5,1.0));
35 vo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ); 35 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0);
36 } 36 }
37 37
38 """ 38 """
diff --git a/testdata/editor-examples/Cube.out b/testdata/editor-examples/Cube.out
index 8639e0dd..7c4593ef 100644
--- a/testdata/editor-examples/Cube.out
+++ b/testdata/editor-examples/Cube.out
@@ -29,7 +29,7 @@ Pipeline
29 in vec4 vi1 ; 29 in vec4 vi1 ;
30 smooth out vec4 vo1 ; 30 smooth out vec4 vo1 ;
31 void main() { 31 void main() {
32 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 32 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
33 vo1 = vi1; 33 vo1 = vi1;
34 } 34 }
35 35
diff --git a/testdata/editor-examples/Heartbeat.out b/testdata/editor-examples/Heartbeat.out
index a0b3f01f..e3c59cf7 100644
--- a/testdata/editor-examples/Heartbeat.out
+++ b/testdata/editor-examples/Heartbeat.out
@@ -84,8 +84,8 @@ Pipeline
84 in vec2 vi2 ; 84 in vec2 vi2 ;
85 smooth out vec2 vo1 ; 85 smooth out vec2 vo1 ;
86 void main() { 86 void main() {
87 gl_Position = ( vi1 ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); 87 gl_Position = (vi1) * (vec4 (1.0,1.0,1.0,1.0));
88 vo1 = vec2 ( ( vi2 ).x,( 1.0 ) - ( ( vi2 ).y ) ); 88 vo1 = vec2 ((vi2).x,(1.0) - ((vi2).y));
89 } 89 }
90 90
91 """ 91 """
@@ -98,7 +98,7 @@ Pipeline
98 smooth in vec2 vo1 ; 98 smooth in vec2 vo1 ;
99 out vec4 f0 ; 99 out vec4 f0 ;
100 void main() { 100 void main() {
101 f0 = ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 5.0e-4 ) * ( sin ( ( ( 3.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 15.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-3 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,0.5,1.0 ) : ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 5.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).y ) - ( 0.85 ) ) ) ) - ( ( 5.0 ) * ( Time ) ) ) ) ) ) < ( ( 2.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,1.0,1.0 ) : ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 7.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 3.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 1.0,1.0,1.0,1.0 ) : vec4 ( 1.0,1.0,0.0,1.0 ); 101 f0 = ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((5.0e-4) * (sin (((3.0) * (atan (((vo1).x) - (0.85),((vo1).y) - (0.85)))) + ((15.0) * (Time)))))) < ((5.0e-3) * (abs ((sin ((Time) * (4.0))) - (0.37)))) ? vec4 (0.0,0.0,0.5,1.0) : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin (((5.0) * (atan (((vo1).x) - (0.85),((vo1).y) - (0.85)))) - ((5.0) * (Time)))))) < ((2.0e-2) * (abs ((sin ((Time) * (4.0))) - (0.37)))) ? vec4 (0.0,0.0,1.0,1.0) : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin (((7.0) * (atan (((vo1).x) - (0.85),((vo1).y) - (0.85)))) + ((3.0) * (Time)))))) < ((5.0e-2) * (abs ((sin ((Time) * (4.0))) - (0.37)))) ? vec4 (1.0,1.0,1.0,1.0) : vec4 (1.0,1.0,0.0,1.0);
102 } 102 }
103 103
104 """ 104 """
@@ -121,7 +121,7 @@ Pipeline
121 in vec2 vi2 ; 121 in vec2 vi2 ;
122 smooth out vec2 vo1 ; 122 smooth out vec2 vo1 ;
123 void main() { 123 void main() {
124 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 124 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
125 vo1 = vi2; 125 vo1 = vi2;
126 } 126 }
127 127
@@ -135,7 +135,7 @@ Pipeline
135 smooth in vec2 vo1 ; 135 smooth in vec2 vo1 ;
136 out vec4 f0 ; 136 out vec4 f0 ;
137 void main() { 137 void main() {
138 f0 = texture2D ( s0,vo1 ); 138 f0 = texture2D (s0,vo1);
139 } 139 }
140 140
141 """ 141 """
diff --git a/testdata/editor-examples/LambdaCube.out b/testdata/editor-examples/LambdaCube.out
index 55339e04..bcf66c9b 100644
--- a/testdata/editor-examples/LambdaCube.out
+++ b/testdata/editor-examples/LambdaCube.out
@@ -29,7 +29,7 @@ Pipeline
29 in vec4 vi1 ; 29 in vec4 vi1 ;
30 smooth out vec4 vo1 ; 30 smooth out vec4 vo1 ;
31 void main() { 31 void main() {
32 gl_Position = ( ( mat4 ( vec4 ( cos ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ),0.0,( 0.0 ) - ( sin ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ),0.0,cos ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( 2.35619449017 ),sin ( 2.35619449017 ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( 2.35619449017 ) ),cos ( 2.35619449017 ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) ) * ( vec4 ( ( 0.2 ) + ( ( abs ( ( 0.5 ) - ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) ) ) * ( 0.6 ) ),( 0.2 ) + ( ( abs ( ( 0.5 ) - ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) ) ) * ( 0.6 ) ),( 0.2 ) + ( ( abs ( ( 0.5 ) - ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) ) ) * ( 0.6 ) ),1.0 ) ); 32 gl_Position = ((mat4 (vec4 (cos ((4.1) + ((((fract ((Time) * (0.2))) * (fract ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract ((Time) * (0.2)))))) * (6.28318530718))),0.0,(0.0) - (sin ((4.1) + ((((fract ((Time) * (0.2))) * (fract ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract ((Time) * (0.2)))))) * (6.28318530718)))),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin ((4.1) + ((((fract ((Time) * (0.2))) * (fract ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract ((Time) * (0.2)))))) * (6.28318530718))),0.0,cos ((4.1) + ((((fract ((Time) * (0.2))) * (fract ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract ((Time) * (0.2)))))) * (6.28318530718))),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (2.35619449017),sin (2.35619449017),0.0,0.0),vec4 ((0.0) - (sin (2.35619449017)),cos (2.35619449017),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vi1))) * (vec4 ((0.2) + ((abs ((0.5) - (((fract ((Time) * (0.2))) * (fract ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract ((Time) * (0.2)))))))) * (0.6)),(0.2) + ((abs ((0.5) - (((fract ((Time) * (0.2))) * (fract ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract ((Time) * (0.2)))))))) * (0.6)),(0.2) + ((abs ((0.5) - (((fract ((Time) * (0.2))) * (fract ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract ((Time) * (0.2)))))))) * (0.6)),1.0));
33 vo1 = vi1; 33 vo1 = vi1;
34 } 34 }
35 35
@@ -42,7 +42,7 @@ Pipeline
42 smooth in vec4 vo1 ; 42 smooth in vec4 vo1 ;
43 out vec4 f0 ; 43 out vec4 f0 ;
44 void main() { 44 void main() {
45 f0 = ( abs ( ( vo1 ).x ) ) > ( 0.99999 ) ? vec4 ( ( ( ( ( ( ( vo1 ).yz ) * ( sign ( ( vo1 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) * ( ( ( ( ( ( vo1 ).yz ) * ( sign ( ( vo1 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ),1.0,( ( 1.0 ) - ( ( ( ( ( ( vo1 ).yz ) * ( sign ( ( vo1 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) ) * ( ( 1.0 ) - ( ( ( ( ( ( vo1 ).yz ) * ( sign ( ( vo1 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) ),( ( ( ( ( ( vo1 ).yz ) * ( sign ( ( vo1 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).y ) > ( 0.75 ) ? 0.0 : 1.0 ) : ( abs ( ( vo1 ).y ) ) > ( 0.99999 ) ? vec4 ( ( dot ( ( ( ( ( vo1 ).zx ) * ( sign ( ( vo1 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( -0.5,0.5 ) ) ) + ( 0.4 ),1.0,0.0,( ( dot ( ( ( ( ( vo1 ).zx ) * ( sign ( ( vo1 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 1.0,-1.0 ) ) ) > ( -0.25 ) ) && ( ( dot ( ( ( ( ( vo1 ).zx ) * ( sign ( ( vo1 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 1.0,-1.0 ) ) ) < ( 0.0 ) ) ? 0.0 : 1.0 ) : ( abs ( ( vo1 ).z ) ) > ( 0.99999 ) ? vec4 ( 0.0,1.0,( dot ( ( ( ( ( vo1 ).xy ) * ( sign ( ( vo1 ).z ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 0.5,-0.5 ) ) ) + ( 0.4 ),( ( ( ( ( ( vo1 ).xy ) * ( sign ( ( vo1 ).z ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).y ) > ( 0.75 ) ? 0.0 : 1.0 ) : vec4 ( 0.0,0.0,0.0,1.0 ); 45 f0 = (abs ((vo1).x)) > (0.99999) ? vec4 (((((((vo1).yz) * (sign ((vo1).x))) * (0.5)) + (0.5)).x) * ((((((vo1).yz) * (sign ((vo1).x))) * (0.5)) + (0.5)).x),1.0,((1.0) - ((((((vo1).yz) * (sign ((vo1).x))) * (0.5)) + (0.5)).x)) * ((1.0) - ((((((vo1).yz) * (sign ((vo1).x))) * (0.5)) + (0.5)).x)),((((((vo1).yz) * (sign ((vo1).x))) * (0.5)) + (0.5)).y) > (0.75) ? 0.0 : 1.0) : (abs ((vo1).y)) > (0.99999) ? vec4 ((dot (((((vo1).zx) * (sign ((vo1).y))) * (0.5)) + (0.5),vec2 (-0.5,0.5))) + (0.4),1.0,0.0,((dot (((((vo1).zx) * (sign ((vo1).y))) * (0.5)) + (0.5),vec2 (1.0,-1.0))) > (-0.25)) && ((dot (((((vo1).zx) * (sign ((vo1).y))) * (0.5)) + (0.5),vec2 (1.0,-1.0))) < (0.0)) ? 0.0 : 1.0) : (abs ((vo1).z)) > (0.99999) ? vec4 (0.0,1.0,(dot (((((vo1).xy) * (sign ((vo1).z))) * (0.5)) + (0.5),vec2 (0.5,-0.5))) + (0.4),((((((vo1).xy) * (sign ((vo1).z))) * (0.5)) + (0.5)).y) > (0.75) ? 0.0 : 1.0) : vec4 (0.0,0.0,0.0,1.0);
46 } 46 }
47 47
48 """ 48 """
diff --git a/testdata/editor-examples/LambdaCube2.out b/testdata/editor-examples/LambdaCube2.out
index c3fe8ce7..b15645cb 100644
--- a/testdata/editor-examples/LambdaCube2.out
+++ b/testdata/editor-examples/LambdaCube2.out
@@ -30,7 +30,7 @@ Pipeline
30 in vec4 vi1 ; 30 in vec4 vi1 ;
31 smooth out vec4 vo1 ; 31 smooth out vec4 vo1 ;
32 void main() { 32 void main() {
33 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 33 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
34 vo1 = vi1; 34 vo1 = vi1;
35 } 35 }
36 36
@@ -44,7 +44,7 @@ Pipeline
44 smooth in vec4 vo1 ; 44 smooth in vec4 vo1 ;
45 out vec4 f0 ; 45 out vec4 f0 ;
46 void main() { 46 void main() {
47 if (!(( ( ( ( ( ( vo1 ).y ) + ( ( vo1 ).x ) ) + ( ( vo1 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vo1 ).y ) - ( ( vo1 ).x ) ) + ( ( vo1 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vo1 ).y ) + ( ( vo1 ).x ) ) - ( ( vo1 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vo1 ).y ) + ( ( vo1 ).x ) ) + ( ( vo1 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vo1 ).y ) - ( ( vo1 ).x ) ) - ( ( vo1 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vo1 ).y ) + ( ( vo1 ).x ) ) - ( ( vo1 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vo1 ).y ) - ( ( vo1 ).x ) ) + ( ( vo1 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vo1 ).y ) - ( ( vo1 ).x ) ) - ( ( vo1 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( sin ( ( vo1 ) * ( 20.0 ) ) ).x ) * ( ( sin ( ( vo1 ) * ( 20.0 ) ) ).x ) ) + ( ( ( sin ( ( vo1 ) * ( 20.0 ) ) ).y ) * ( ( sin ( ( vo1 ) * ( 20.0 ) ) ).y ) ) ) + ( ( ( sin ( ( vo1 ) * ( 20.0 ) ) ).z ) * ( ( sin ( ( vo1 ) * ( 20.0 ) ) ).z ) ) ) > ( abs ( ( 3.0 ) * ( sin ( ( 1.0 ) * ( Time ) ) ) ) ) ) ) ) ))) discard; 47 if (!(((((((vo1).y) + ((vo1).x)) + ((vo1).z)) > (1.0)) || ((abs (((((vo1).y) - ((vo1).x)) + ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) + ((vo1).x)) - ((vo1).z)) > (1.0)) || ((abs (((((vo1).y) + ((vo1).x)) + ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) - ((vo1).x)) - ((vo1).z)) > (1.0)) || ((abs (((((vo1).y) + ((vo1).x)) - ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) - ((vo1).x)) + ((vo1).z)) > (1.0)) || ((abs (((((vo1).y) - ((vo1).x)) - ((vo1).z)) - (1.0))) > (0.25))) && ((((((sin ((vo1) * (20.0))).x) * ((sin ((vo1) * (20.0))).x)) + (((sin ((vo1) * (20.0))).y) * ((sin ((vo1) * (20.0))).y))) + (((sin ((vo1) * (20.0))).z) * ((sin ((vo1) * (20.0))).z))) > (abs ((3.0) * (sin ((1.0) * (Time))))))))))) discard;
48 f0 = vo1; 48 f0 = vo1;
49 } 49 }
50 50
diff --git a/testdata/editor-examples/MagicCube.out b/testdata/editor-examples/MagicCube.out
index 63df5899..ffeef28f 100644
--- a/testdata/editor-examples/MagicCube.out
+++ b/testdata/editor-examples/MagicCube.out
@@ -30,7 +30,7 @@ Pipeline
30 in vec4 vi1 ; 30 in vec4 vi1 ;
31 smooth out vec4 vo1 ; 31 smooth out vec4 vo1 ;
32 void main() { 32 void main() {
33 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 33 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
34 vo1 = vi1; 34 vo1 = vi1;
35 } 35 }
36 36
@@ -44,8 +44,8 @@ Pipeline
44 smooth in vec4 vo1 ; 44 smooth in vec4 vo1 ;
45 out vec4 f0 ; 45 out vec4 f0 ;
46 void main() { 46 void main() {
47 if (!(( ( ( ( ( vo1 ).y ) * ( ( vo1 ).y ) ) + ( ( ( vo1 ).x ) * ( ( vo1 ).x ) ) ) + ( ( ( vo1 ).z ) * ( ( vo1 ).z ) ) ) > ( 1.5 ))) discard; 47 if (!((((((vo1).y) * ((vo1).y)) + (((vo1).x) * ((vo1).x))) + (((vo1).z) * ((vo1).z))) > (1.5))) discard;
48 f0 = ( vec4 ( ( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( cos ( Time ),sin ( Time ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( vec4 ( ( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).x,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).y,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).z,( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).w ) ) * ( ( 1.0 ) + ( ( 0.5 ) * ( sin ( Time ) ) ) ) ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).x,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( cos ( Time ),sin ( Time ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( vec4 ( ( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).x,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).y,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).z,( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).w ) ) * ( ( 1.0 ) + ( ( 0.5 ) * ( sin ( Time ) ) ) ) ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).y,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( cos ( Time ),sin ( Time ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( vec4 ( ( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).x,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).y,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).z,( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).w ) ) * ( ( 1.0 ) + ( ( 0.5 ) * ( sin ( Time ) ) ) ) ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).z,( ( mat4 ( vec4 ( cos ( Time ),sin ( Time ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( vec4 ( ( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).x,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).y,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).z,( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).w ) ) * ( ( 1.0 ) + ( ( 0.5 ) * ( sin ( Time ) ) ) ) ) ) ).w ) ) * ( ( mod ( ( ( Time ) + ( sin ( Time ) ) ) + ( sin ( ( 1.1 ) * ( Time ) ) ),4.0 ) ) * ( 2.0 ) ); 48 f0 = (vec4 (((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (cos (Time),sin (Time),0.0,0.0),vec4 ((0.0) - (sin (Time)),cos (Time),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((vec4 (((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).x,((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).y,((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).z,((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).w)) * ((1.0) + ((0.5) * (sin (Time))))))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).x,((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (cos (Time),sin (Time),0.0,0.0),vec4 ((0.0) - (sin (Time)),cos (Time),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((vec4 (((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).x,((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).y,((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).z,((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).w)) * ((1.0) + ((0.5) * (sin (Time))))))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).y,((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (cos (Time),sin (Time),0.0,0.0),vec4 ((0.0) - (sin (Time)),cos (Time),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((vec4 (((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).x,((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).y,((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).z,((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).w)) * ((1.0) + ((0.5) * (sin (Time))))))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).z,((mat4 (vec4 (cos (Time),sin (Time),0.0,0.0),vec4 ((0.0) - (sin (Time)),cos (Time),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((vec4 (((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).x,((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).y,((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).z,((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).w)) * ((1.0) + ((0.5) * (sin (Time))))))).w)) * ((mod (((Time) + (sin (Time))) + (sin ((1.1) * (Time))),4.0)) * (2.0));
49 } 49 }
50 50
51 """ 51 """
diff --git a/testdata/editor-examples/Stripes.out b/testdata/editor-examples/Stripes.out
index da04c6e2..4de04470 100644
--- a/testdata/editor-examples/Stripes.out
+++ b/testdata/editor-examples/Stripes.out
@@ -28,7 +28,7 @@ Pipeline
28 in vec4 vi1 ; 28 in vec4 vi1 ;
29 smooth out vec4 vo1 ; 29 smooth out vec4 vo1 ;
30 void main() { 30 void main() {
31 gl_Position = ( vi1 ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); 31 gl_Position = (vi1) * (vec4 (1.0,1.0,1.0,1.0));
32 vo1 = vi1; 32 vo1 = vi1;
33 } 33 }
34 34
@@ -42,8 +42,8 @@ Pipeline
42 smooth in vec4 vo1 ; 42 smooth in vec4 vo1 ;
43 out vec4 f0 ; 43 out vec4 f0 ;
44 void main() { 44 void main() {
45 if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 1.0 ) ),sin ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 1.0 ) ) ),cos ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 45 if (!((sin ((10.0) * (((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos ((Time) * (1.0)),sin ((Time) * (1.0)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (1.0))),cos ((Time) * (1.0)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
46 f0 = vec4 ( 0.0,0.0,0.0,1.0 ); 46 f0 = vec4 (0.0,0.0,0.0,1.0);
47 } 47 }
48 48
49 """ 49 """
@@ -62,7 +62,7 @@ Pipeline
62 in vec4 vi1 ; 62 in vec4 vi1 ;
63 smooth out vec4 vo1 ; 63 smooth out vec4 vo1 ;
64 void main() { 64 void main() {
65 gl_Position = ( vi1 ) * ( vec4 ( 0.9,0.9,0.9,1.0 ) ); 65 gl_Position = (vi1) * (vec4 (0.9,0.9,0.9,1.0));
66 vo1 = vi1; 66 vo1 = vi1;
67 } 67 }
68 68
@@ -76,8 +76,8 @@ Pipeline
76 smooth in vec4 vo1 ; 76 smooth in vec4 vo1 ;
77 out vec4 f0 ; 77 out vec4 f0 ;
78 void main() { 78 void main() {
79 if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.9 ) ),sin ( ( Time ) * ( 0.9 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.9 ) ) ),cos ( ( Time ) * ( 0.9 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 79 if (!((sin ((10.0) * (((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos ((Time) * (0.9)),sin ((Time) * (0.9)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.9))),cos ((Time) * (0.9)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
80 f0 = vec4 ( 9.999999999999998e-2,9.999999999999998e-2,9.999999999999998e-2,1.0 ); 80 f0 = vec4 (9.999999999999998e-2,9.999999999999998e-2,9.999999999999998e-2,1.0);
81 } 81 }
82 82
83 """ 83 """
@@ -96,7 +96,7 @@ Pipeline
96 in vec4 vi1 ; 96 in vec4 vi1 ;
97 smooth out vec4 vo1 ; 97 smooth out vec4 vo1 ;
98 void main() { 98 void main() {
99 gl_Position = ( vi1 ) * ( vec4 ( 0.8,0.8,0.8,1.0 ) ); 99 gl_Position = (vi1) * (vec4 (0.8,0.8,0.8,1.0));
100 vo1 = vi1; 100 vo1 = vi1;
101 } 101 }
102 102
@@ -110,8 +110,8 @@ Pipeline
110 smooth in vec4 vo1 ; 110 smooth in vec4 vo1 ;
111 out vec4 f0 ; 111 out vec4 f0 ;
112 void main() { 112 void main() {
113 if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.8 ) ),sin ( ( Time ) * ( 0.8 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.8 ) ) ),cos ( ( Time ) * ( 0.8 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 113 if (!((sin ((10.0) * (((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos ((Time) * (0.8)),sin ((Time) * (0.8)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.8))),cos ((Time) * (0.8)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
114 f0 = vec4 ( 0.19999999999999996,0.19999999999999996,0.19999999999999996,1.0 ); 114 f0 = vec4 (0.19999999999999996,0.19999999999999996,0.19999999999999996,1.0);
115 } 115 }
116 116
117 """ 117 """
@@ -130,7 +130,7 @@ Pipeline
130 in vec4 vi1 ; 130 in vec4 vi1 ;
131 smooth out vec4 vo1 ; 131 smooth out vec4 vo1 ;
132 void main() { 132 void main() {
133 gl_Position = ( vi1 ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); 133 gl_Position = (vi1) * (vec4 (0.7,0.7,0.7,1.0));
134 vo1 = vi1; 134 vo1 = vi1;
135 } 135 }
136 136
@@ -144,8 +144,8 @@ Pipeline
144 smooth in vec4 vo1 ; 144 smooth in vec4 vo1 ;
145 out vec4 f0 ; 145 out vec4 f0 ;
146 void main() { 146 void main() {
147 if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.7 ) ),sin ( ( Time ) * ( 0.7 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.7 ) ) ),cos ( ( Time ) * ( 0.7 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 147 if (!((sin ((10.0) * (((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos ((Time) * (0.7)),sin ((Time) * (0.7)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.7))),cos ((Time) * (0.7)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
148 f0 = vec4 ( 0.30000000000000004,0.30000000000000004,0.30000000000000004,1.0 ); 148 f0 = vec4 (0.30000000000000004,0.30000000000000004,0.30000000000000004,1.0);
149 } 149 }
150 150
151 """ 151 """
@@ -164,7 +164,7 @@ Pipeline
164 in vec4 vi1 ; 164 in vec4 vi1 ;
165 smooth out vec4 vo1 ; 165 smooth out vec4 vo1 ;
166 void main() { 166 void main() {
167 gl_Position = ( vi1 ) * ( vec4 ( 0.6,0.6,0.6,1.0 ) ); 167 gl_Position = (vi1) * (vec4 (0.6,0.6,0.6,1.0));
168 vo1 = vi1; 168 vo1 = vi1;
169 } 169 }
170 170
@@ -178,8 +178,8 @@ Pipeline
178 smooth in vec4 vo1 ; 178 smooth in vec4 vo1 ;
179 out vec4 f0 ; 179 out vec4 f0 ;
180 void main() { 180 void main() {
181 if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.6 ) ),sin ( ( Time ) * ( 0.6 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.6 ) ) ),cos ( ( Time ) * ( 0.6 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 181 if (!((sin ((10.0) * (((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos ((Time) * (0.6)),sin ((Time) * (0.6)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.6))),cos ((Time) * (0.6)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
182 f0 = vec4 ( 0.4,0.4,0.4,1.0 ); 182 f0 = vec4 (0.4,0.4,0.4,1.0);
183 } 183 }
184 184
185 """ 185 """
@@ -198,7 +198,7 @@ Pipeline
198 in vec4 vi1 ; 198 in vec4 vi1 ;
199 smooth out vec4 vo1 ; 199 smooth out vec4 vo1 ;
200 void main() { 200 void main() {
201 gl_Position = ( vi1 ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 201 gl_Position = (vi1) * (vec4 (0.5,0.5,0.5,1.0));
202 vo1 = vi1; 202 vo1 = vi1;
203 } 203 }
204 204
@@ -212,8 +212,8 @@ Pipeline
212 smooth in vec4 vo1 ; 212 smooth in vec4 vo1 ;
213 out vec4 f0 ; 213 out vec4 f0 ;
214 void main() { 214 void main() {
215 if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.5 ) ),sin ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.5 ) ) ),cos ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 215 if (!((sin ((10.0) * (((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos ((Time) * (0.5)),sin ((Time) * (0.5)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.5))),cos ((Time) * (0.5)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
216 f0 = vec4 ( 0.5,0.5,0.5,1.0 ); 216 f0 = vec4 (0.5,0.5,0.5,1.0);
217 } 217 }
218 218
219 """ 219 """
@@ -232,7 +232,7 @@ Pipeline
232 in vec4 vi1 ; 232 in vec4 vi1 ;
233 smooth out vec4 vo1 ; 233 smooth out vec4 vo1 ;
234 void main() { 234 void main() {
235 gl_Position = ( vi1 ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ); 235 gl_Position = (vi1) * (vec4 (0.4,0.4,0.4,1.0));
236 vo1 = vi1; 236 vo1 = vi1;
237 } 237 }
238 238
@@ -246,8 +246,8 @@ Pipeline
246 smooth in vec4 vo1 ; 246 smooth in vec4 vo1 ;
247 out vec4 f0 ; 247 out vec4 f0 ;
248 void main() { 248 void main() {
249 if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.4 ) ),sin ( ( Time ) * ( 0.4 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.4 ) ) ),cos ( ( Time ) * ( 0.4 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 249 if (!((sin ((10.0) * (((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos ((Time) * (0.4)),sin ((Time) * (0.4)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.4))),cos ((Time) * (0.4)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
250 f0 = vec4 ( 0.6,0.6,0.6,1.0 ); 250 f0 = vec4 (0.6,0.6,0.6,1.0);
251 } 251 }
252 252
253 """ 253 """
@@ -266,7 +266,7 @@ Pipeline
266 in vec4 vi1 ; 266 in vec4 vi1 ;
267 smooth out vec4 vo1 ; 267 smooth out vec4 vo1 ;
268 void main() { 268 void main() {
269 gl_Position = ( vi1 ) * ( vec4 ( 0.3,0.3,0.3,1.0 ) ); 269 gl_Position = (vi1) * (vec4 (0.3,0.3,0.3,1.0));
270 vo1 = vi1; 270 vo1 = vi1;
271 } 271 }
272 272
@@ -280,8 +280,8 @@ Pipeline
280 smooth in vec4 vo1 ; 280 smooth in vec4 vo1 ;
281 out vec4 f0 ; 281 out vec4 f0 ;
282 void main() { 282 void main() {
283 if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.3 ) ),sin ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.3 ) ) ),cos ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 283 if (!((sin ((10.0) * (((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos ((Time) * (0.3)),sin ((Time) * (0.3)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.3))),cos ((Time) * (0.3)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
284 f0 = vec4 ( 0.7,0.7,0.7,1.0 ); 284 f0 = vec4 (0.7,0.7,0.7,1.0);
285 } 285 }
286 286
287 """ 287 """
@@ -300,7 +300,7 @@ Pipeline
300 in vec4 vi1 ; 300 in vec4 vi1 ;
301 smooth out vec4 vo1 ; 301 smooth out vec4 vo1 ;
302 void main() { 302 void main() {
303 gl_Position = ( vi1 ) * ( vec4 ( 0.2,0.2,0.2,1.0 ) ); 303 gl_Position = (vi1) * (vec4 (0.2,0.2,0.2,1.0));
304 vo1 = vi1; 304 vo1 = vi1;
305 } 305 }
306 306
@@ -314,8 +314,8 @@ Pipeline
314 smooth in vec4 vo1 ; 314 smooth in vec4 vo1 ;
315 out vec4 f0 ; 315 out vec4 f0 ;
316 void main() { 316 void main() {
317 if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.2 ) ),sin ( ( Time ) * ( 0.2 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.2 ) ) ),cos ( ( Time ) * ( 0.2 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 317 if (!((sin ((10.0) * (((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos ((Time) * (0.2)),sin ((Time) * (0.2)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.2))),cos ((Time) * (0.2)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
318 f0 = vec4 ( 0.8,0.8,0.8,1.0 ); 318 f0 = vec4 (0.8,0.8,0.8,1.0);
319 } 319 }
320 320
321 """ 321 """
@@ -334,7 +334,7 @@ Pipeline
334 in vec4 vi1 ; 334 in vec4 vi1 ;
335 smooth out vec4 vo1 ; 335 smooth out vec4 vo1 ;
336 void main() { 336 void main() {
337 gl_Position = ( vi1 ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) ); 337 gl_Position = (vi1) * (vec4 (0.1,0.1,0.1,1.0));
338 vo1 = vi1; 338 vo1 = vi1;
339 } 339 }
340 340
@@ -348,8 +348,8 @@ Pipeline
348 smooth in vec4 vo1 ; 348 smooth in vec4 vo1 ;
349 out vec4 f0 ; 349 out vec4 f0 ;
350 void main() { 350 void main() {
351 if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.1 ) ),sin ( ( Time ) * ( 0.1 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.1 ) ) ),cos ( ( Time ) * ( 0.1 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 351 if (!((sin ((10.0) * (((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos ((Time) * (0.1)),sin ((Time) * (0.1)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.1))),cos ((Time) * (0.1)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
352 f0 = vec4 ( 0.9,0.9,0.9,1.0 ); 352 f0 = vec4 (0.9,0.9,0.9,1.0);
353 } 353 }
354 354
355 """ 355 """
diff --git a/testdata/editor-examples/Tetrahedron.out b/testdata/editor-examples/Tetrahedron.out
index aa4413f8..27346162 100644
--- a/testdata/editor-examples/Tetrahedron.out
+++ b/testdata/editor-examples/Tetrahedron.out
@@ -30,7 +30,7 @@ Pipeline
30 in vec4 vi1 ; 30 in vec4 vi1 ;
31 smooth out vec4 vo1 ; 31 smooth out vec4 vo1 ;
32 void main() { 32 void main() {
33 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 33 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
34 vo1 = vi1; 34 vo1 = vi1;
35 } 35 }
36 36
@@ -45,7 +45,7 @@ Pipeline
45 out vec4 f0 ; 45 out vec4 f0 ;
46 void main() { 46 void main() {
47 if (!(true)) discard; 47 if (!(true)) discard;
48 f0 = ( ( mat4 ( vec4 ( cos ( Time ),sin ( Time ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ) * ( ( mod ( ( ( Time ) + ( sin ( Time ) ) ) + ( sin ( ( 1.1 ) * ( Time ) ) ),4.0 ) ) * ( 2.0 ) ); 48 f0 = ((mat4 (vec4 (cos (Time),sin (Time),0.0,0.0),vec4 ((0.0) - (sin (Time)),cos (Time),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))) * ((mod (((Time) + (sin (Time))) + (sin ((1.1) * (Time))),4.0)) * (2.0));
49 } 49 }
50 50
51 """ 51 """
diff --git a/testdata/editor-examples/Texturing.out b/testdata/editor-examples/Texturing.out
index 6d66f98d..305c4a1c 100644
--- a/testdata/editor-examples/Texturing.out
+++ b/testdata/editor-examples/Texturing.out
@@ -33,7 +33,7 @@ Pipeline
33 in vec2 vi2 ; 33 in vec2 vi2 ;
34 smooth out vec2 vo1 ; 34 smooth out vec2 vo1 ;
35 void main() { 35 void main() {
36 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 36 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
37 vo1 = vi2; 37 vo1 = vi2;
38 } 38 }
39 39
@@ -47,7 +47,7 @@ Pipeline
47 smooth in vec2 vo1 ; 47 smooth in vec2 vo1 ;
48 out vec4 f0 ; 48 out vec4 f0 ;
49 void main() { 49 void main() {
50 f0 = texture2D ( Diffuse,vo1 ); 50 f0 = texture2D (Diffuse,vo1);
51 } 51 }
52 52
53 """ 53 """
diff --git a/testdata/example06.out b/testdata/example06.out
index b181741a..9c7657de 100644
--- a/testdata/example06.out
+++ b/testdata/example06.out
@@ -29,7 +29,7 @@ Pipeline
29 in vec4 vi1 ; 29 in vec4 vi1 ;
30 smooth out vec4 vo1 ; 30 smooth out vec4 vo1 ;
31 void main() { 31 void main() {
32 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 32 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
33 vo1 = vi1; 33 vo1 = vi1;
34 } 34 }
35 35
diff --git a/testdata/example07.out b/testdata/example07.out
index 92b622d0..6222dec0 100644
--- a/testdata/example07.out
+++ b/testdata/example07.out
@@ -29,7 +29,7 @@ Pipeline
29 in vec4 vi1 ; 29 in vec4 vi1 ;
30 smooth out vec4 vo1 ; 30 smooth out vec4 vo1 ;
31 void main() { 31 void main() {
32 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 32 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
33 vo1 = vi1; 33 vo1 = vi1;
34 } 34 }
35 35
@@ -42,7 +42,7 @@ Pipeline
42 smooth in vec4 vo1 ; 42 smooth in vec4 vo1 ;
43 out vec4 f0 ; 43 out vec4 f0 ;
44 void main() { 44 void main() {
45 f0 = ( ( vo1 ).x ) < ( 0.5 ) ? vec4 ( 0.0,0.0,1.0,1.0 ) : vec4 ( 1.0,0.0,0.0,1.0 ); 45 f0 = ((vo1).x) < (0.5) ? vec4 (0.0,0.0,1.0,1.0) : vec4 (1.0,0.0,0.0,1.0);
46 } 46 }
47 47
48 """ 48 """
diff --git a/testdata/example08.out b/testdata/example08.out
index c1d35f52..897c7b5f 100644
--- a/testdata/example08.out
+++ b/testdata/example08.out
@@ -31,7 +31,7 @@ Pipeline
31 in vec4 vi1 ; 31 in vec4 vi1 ;
32 smooth out vec4 vo1 ; 32 smooth out vec4 vo1 ;
33 void main() { 33 void main() {
34 gl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 2.0 ) ),sin ( ( Time ) * ( 2.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 2.0 ) ) ),cos ( ( Time ) * ( 2.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 1.0 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) ); 34 gl_Position = (mat4 (vec4 (cos ((Time) * (2.0)),sin ((Time) * (2.0)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (2.0))),cos ((Time) * (2.0)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 ((1.0) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (((Time) * (2.0)) * (2.0)),sin (((Time) * (2.0)) * (2.0)),0.0),vec4 (0.0,(0.0) - (sin (((Time) * (2.0)) * (2.0))),cos (((Time) * (2.0)) * (2.0)),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
35 vo1 = vi1; 35 vo1 = vi1;
36 } 36 }
37 37
@@ -66,7 +66,7 @@ Pipeline
66 in vec4 vi1 ; 66 in vec4 vi1 ;
67 smooth out vec4 vo1 ; 67 smooth out vec4 vo1 ;
68 void main() { 68 void main() {
69 gl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 1.0 ) ),sin ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 1.0 ) ) ),cos ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.5 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) ); 69 gl_Position = (mat4 (vec4 (cos ((Time) * (1.0)),sin ((Time) * (1.0)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (1.0))),cos ((Time) * (1.0)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 ((0.5) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (((Time) * (2.0)) * (1.0)),sin (((Time) * (2.0)) * (1.0)),0.0),vec4 (0.0,(0.0) - (sin (((Time) * (2.0)) * (1.0))),cos (((Time) * (2.0)) * (1.0)),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
70 vo1 = vi1; 70 vo1 = vi1;
71 } 71 }
72 72
@@ -101,7 +101,7 @@ Pipeline
101 in vec4 vi1 ; 101 in vec4 vi1 ;
102 smooth out vec4 vo1 ; 102 smooth out vec4 vo1 ;
103 void main() { 103 void main() {
104 gl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.0 ) ),sin ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.0 ) ) ),cos ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.0 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) ); 104 gl_Position = (mat4 (vec4 (cos ((Time) * (0.0)),sin ((Time) * (0.0)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.0))),cos ((Time) * (0.0)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 ((0.0) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (((Time) * (2.0)) * (0.0)),sin (((Time) * (2.0)) * (0.0)),0.0),vec4 (0.0,(0.0) - (sin (((Time) * (2.0)) * (0.0))),cos (((Time) * (2.0)) * (0.0)),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
105 vo1 = vi1; 105 vo1 = vi1;
106 } 106 }
107 107
@@ -136,7 +136,7 @@ Pipeline
136 in vec4 vi1 ; 136 in vec4 vi1 ;
137 smooth out vec4 vo1 ; 137 smooth out vec4 vo1 ;
138 void main() { 138 void main() {
139 gl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( -1.0 ) ),sin ( ( Time ) * ( -1.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( -1.0 ) ) ),cos ( ( Time ) * ( -1.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( -0.5 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) ); 139 gl_Position = (mat4 (vec4 (cos ((Time) * (-1.0)),sin ((Time) * (-1.0)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (-1.0))),cos ((Time) * (-1.0)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 ((-0.5) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (((Time) * (2.0)) * (-1.0)),sin (((Time) * (2.0)) * (-1.0)),0.0),vec4 (0.0,(0.0) - (sin (((Time) * (2.0)) * (-1.0))),cos (((Time) * (2.0)) * (-1.0)),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
140 vo1 = vi1; 140 vo1 = vi1;
141 } 141 }
142 142
@@ -171,7 +171,7 @@ Pipeline
171 in vec4 vi1 ; 171 in vec4 vi1 ;
172 smooth out vec4 vo1 ; 172 smooth out vec4 vo1 ;
173 void main() { 173 void main() {
174 gl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.75 ) ),sin ( ( Time ) * ( 0.75 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.75 ) ) ),cos ( ( Time ) * ( 0.75 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.375 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) ); 174 gl_Position = (mat4 (vec4 (cos ((Time) * (0.75)),sin ((Time) * (0.75)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.75))),cos ((Time) * (0.75)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 ((0.375) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (((Time) * (2.0)) * (0.75)),sin (((Time) * (2.0)) * (0.75)),0.0),vec4 (0.0,(0.0) - (sin (((Time) * (2.0)) * (0.75))),cos (((Time) * (2.0)) * (0.75)),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
175 vo1 = vi1; 175 vo1 = vi1;
176 } 176 }
177 177
@@ -206,7 +206,7 @@ Pipeline
206 in vec4 vi1 ; 206 in vec4 vi1 ;
207 smooth out vec4 vo1 ; 207 smooth out vec4 vo1 ;
208 void main() { 208 void main() {
209 gl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.3 ) ),sin ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.3 ) ) ),cos ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.15 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) ); 209 gl_Position = (mat4 (vec4 (cos ((Time) * (0.3)),sin ((Time) * (0.3)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.3))),cos ((Time) * (0.3)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 ((0.15) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (((Time) * (2.0)) * (0.3)),sin (((Time) * (2.0)) * (0.3)),0.0),vec4 (0.0,(0.0) - (sin (((Time) * (2.0)) * (0.3))),cos (((Time) * (2.0)) * (0.3)),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
210 vo1 = vi1; 210 vo1 = vi1;
211 } 211 }
212 212
@@ -241,7 +241,7 @@ Pipeline
241 in vec4 vi1 ; 241 in vec4 vi1 ;
242 smooth out vec4 vo1 ; 242 smooth out vec4 vo1 ;
243 void main() { 243 void main() {
244 gl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.5 ) ),sin ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.5 ) ) ),cos ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.25 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) ); 244 gl_Position = (mat4 (vec4 (cos ((Time) * (0.5)),sin ((Time) * (0.5)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.5))),cos ((Time) * (0.5)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 ((0.25) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (((Time) * (2.0)) * (0.5)),sin (((Time) * (2.0)) * (0.5)),0.0),vec4 (0.0,(0.0) - (sin (((Time) * (2.0)) * (0.5))),cos (((Time) * (2.0)) * (0.5)),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
245 vo1 = vi1; 245 vo1 = vi1;
246 } 246 }
247 247
@@ -276,7 +276,7 @@ Pipeline
276 in vec4 vi1 ; 276 in vec4 vi1 ;
277 smooth out vec4 vo1 ; 277 smooth out vec4 vo1 ;
278 void main() { 278 void main() {
279 gl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.0 ) ),sin ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.0 ) ) ),cos ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.0 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) ); 279 gl_Position = (mat4 (vec4 (cos ((Time) * (0.0)),sin ((Time) * (0.0)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.0))),cos ((Time) * (0.0)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 ((0.0) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (((Time) * (2.0)) * (0.0)),sin (((Time) * (2.0)) * (0.0)),0.0),vec4 (0.0,(0.0) - (sin (((Time) * (2.0)) * (0.0))),cos (((Time) * (2.0)) * (0.0)),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
280 vo1 = vi1; 280 vo1 = vi1;
281 } 281 }
282 282
@@ -311,7 +311,7 @@ Pipeline
311 in vec4 vi1 ; 311 in vec4 vi1 ;
312 smooth out vec4 vo1 ; 312 smooth out vec4 vo1 ;
313 void main() { 313 void main() {
314 gl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( -0.5 ) ),sin ( ( Time ) * ( -0.5 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( -0.5 ) ) ),cos ( ( Time ) * ( -0.5 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( -0.25 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) ); 314 gl_Position = (mat4 (vec4 (cos ((Time) * (-0.5)),sin ((Time) * (-0.5)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (-0.5))),cos ((Time) * (-0.5)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 ((-0.25) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (((Time) * (2.0)) * (-0.5)),sin (((Time) * (2.0)) * (-0.5)),0.0),vec4 (0.0,(0.0) - (sin (((Time) * (2.0)) * (-0.5))),cos (((Time) * (2.0)) * (-0.5)),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
315 vo1 = vi1; 315 vo1 = vi1;
316 } 316 }
317 317
diff --git a/testdata/fetcharrays01.out b/testdata/fetcharrays01.out
index f1874f9a..9f6d65e5 100644
--- a/testdata/fetcharrays01.out
+++ b/testdata/fetcharrays01.out
@@ -32,8 +32,8 @@ Pipeline
32 in vec3 vi2 ; 32 in vec3 vi2 ;
33 smooth out vec4 vo1 ; 33 smooth out vec4 vo1 ;
34 void main() { 34 void main() {
35 gl_Position = ( ( MVP ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 35 gl_Position = ((MVP) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0))) * (vec4 (0.5,0.5,0.5,1.0));
36 vo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ); 36 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0);
37 } 37 }
38 38
39 """ 39 """
diff --git a/testdata/fragment01.out b/testdata/fragment01.out
index 7172ef80..c0500173 100644
--- a/testdata/fragment01.out
+++ b/testdata/fragment01.out
@@ -35,7 +35,7 @@ Pipeline
35 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 35 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
36 out vec4 f0 ; 36 out vec4 f0 ;
37 void main() { 37 void main() {
38 f0 = vec4 ( 0.0,0.0,1.0,1.0 ); 38 f0 = vec4 (0.0,0.0,1.0,1.0);
39 } 39 }
40 40
41 """ 41 """
diff --git a/testdata/fragment03swizzling.out b/testdata/fragment03swizzling.out
index d55e605e..39e6ea74 100644
--- a/testdata/fragment03swizzling.out
+++ b/testdata/fragment03swizzling.out
@@ -38,7 +38,7 @@ Pipeline
38 smooth in vec4 vo1 ; 38 smooth in vec4 vo1 ;
39 out vec4 f0 ; 39 out vec4 f0 ;
40 void main() { 40 void main() {
41 f0 = ( ( vo1 ).xxxw ) + ( ( vo1 ).yyyw ); 41 f0 = ((vo1).xxxw) + ((vo1).yyyw);
42 } 42 }
43 43
44 """ 44 """
diff --git a/testdata/fragment04ifthenelse.out b/testdata/fragment04ifthenelse.out
index 14e11eff..1588f9fa 100644
--- a/testdata/fragment04ifthenelse.out
+++ b/testdata/fragment04ifthenelse.out
@@ -39,7 +39,7 @@ Pipeline
39 smooth in vec4 vo1 ; 39 smooth in vec4 vo1 ;
40 out vec4 f0 ; 40 out vec4 f0 ;
41 void main() { 41 void main() {
42 f0 = ( Time ) < ( 0.5 ) ? vo1 : vec4 ( 0.0,0.0,1.0,1.0 ); 42 f0 = (Time) < (0.5) ? vo1 : vec4 (0.0,0.0,1.0,1.0);
43 } 43 }
44 44
45 """ 45 """
diff --git a/testdata/fragment07let.out b/testdata/fragment07let.out
index be41e58c..dfc9efb0 100644
--- a/testdata/fragment07let.out
+++ b/testdata/fragment07let.out
@@ -38,7 +38,7 @@ Pipeline
38 smooth in vec4 vo1 ; 38 smooth in vec4 vo1 ;
39 out vec4 f0 ; 39 out vec4 f0 ;
40 void main() { 40 void main() {
41 f0 = sin ( sin ( vo1 ) ); 41 f0 = sin (sin (vo1));
42 } 42 }
43 43
44 """ 44 """
diff --git a/testdata/gfx03.out b/testdata/gfx03.out
index 10a9cdf3..1a963b9a 100644
--- a/testdata/gfx03.out
+++ b/testdata/gfx03.out
@@ -27,7 +27,7 @@ Pipeline
27 uniform mat4 MVP2 ; 27 uniform mat4 MVP2 ;
28 in vec3 vi1 ; 28 in vec3 vi1 ;
29 void main() { 29 void main() {
30 gl_Position = ( MVP2 ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ); 30 gl_Position = (MVP2) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0));
31 } 31 }
32 32
33 """ 33 """
@@ -38,7 +38,7 @@ Pipeline
38 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 38 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
39 out vec4 f0 ; 39 out vec4 f0 ;
40 void main() { 40 void main() {
41 f0 = vec4 ( 0.0,0.4,0.0,1.0 ); 41 f0 = vec4 (0.0,0.4,0.0,1.0);
42 } 42 }
43 43
44 """ 44 """
@@ -57,8 +57,8 @@ Pipeline
57 in vec3 vi1 ; 57 in vec3 vi1 ;
58 smooth out vec4 vo1 ; 58 smooth out vec4 vo1 ;
59 void main() { 59 void main() {
60 gl_Position = ( MVP2 ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ); 60 gl_Position = (MVP2) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0));
61 vo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ); 61 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0);
62 } 62 }
63 63
64 """ 64 """
@@ -70,7 +70,7 @@ Pipeline
70 smooth in vec4 vo1 ; 70 smooth in vec4 vo1 ;
71 out vec4 f0 ; 71 out vec4 f0 ;
72 void main() { 72 void main() {
73 f0 = ( vo1 ) + ( vec4 ( 1.0,1.4,1.0,0.6 ) ); 73 f0 = (vo1) + (vec4 (1.0,1.4,1.0,0.6));
74 } 74 }
75 75
76 """ 76 """
@@ -90,7 +90,7 @@ Pipeline
90 in vec4 vi1 ; 90 in vec4 vi1 ;
91 flat out vec4 vo1 ; 91 flat out vec4 vo1 ;
92 void main() { 92 void main() {
93 gl_Position = ( MVP ) * ( vi1 ); 93 gl_Position = (MVP) * (vi1);
94 vo1 = vi1; 94 vo1 = vi1;
95 } 95 }
96 96
@@ -103,7 +103,7 @@ Pipeline
103 flat in vec4 vo1 ; 103 flat in vec4 vo1 ;
104 out vec4 f0 ; 104 out vec4 f0 ;
105 void main() { 105 void main() {
106 f0 = ( vo1 ) * ( vec4 ( 1.0,1.4,1.0,0.6 ) ); 106 f0 = (vo1) * (vec4 (1.0,1.4,1.0,0.6));
107 } 107 }
108 108
109 """ 109 """
diff --git a/testdata/gfx04.out b/testdata/gfx04.out
index c8e3922b..b67504c5 100644
--- a/testdata/gfx04.out
+++ b/testdata/gfx04.out
@@ -32,8 +32,8 @@ Pipeline
32 in vec3 vi2 ; 32 in vec3 vi2 ;
33 smooth out vec4 vo1 ; 33 smooth out vec4 vo1 ;
34 void main() { 34 void main() {
35 gl_Position = ( MVP ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ); 35 gl_Position = (MVP) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0));
36 vo1 = vec4 ( ( vi2 ).x,( vi2 ).y,( vi2 ).z,1.0 ); 36 vo1 = vec4 ((vi2).x,(vi2).y,(vi2).z,1.0);
37 } 37 }
38 38
39 """ 39 """
@@ -45,7 +45,7 @@ Pipeline
45 smooth in vec4 vo1 ; 45 smooth in vec4 vo1 ;
46 out vec4 f0 ; 46 out vec4 f0 ;
47 void main() { 47 void main() {
48 f0 = ( vo1 ) * ( vec4 ( 1.0,1.4,1.0,0.6 ) ); 48 f0 = (vo1) * (vec4 (1.0,1.4,1.0,0.6));
49 } 49 }
50 50
51 """ 51 """
diff --git a/testdata/gfx05.out b/testdata/gfx05.out
index e1f0b1ae..f477997f 100644
--- a/testdata/gfx05.out
+++ b/testdata/gfx05.out
@@ -80,7 +80,7 @@ Pipeline
80 uniform mat4 MVP2 ; 80 uniform mat4 MVP2 ;
81 in vec3 vi1 ; 81 in vec3 vi1 ;
82 void main() { 82 void main() {
83 gl_Position = ( MVP2 ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ); 83 gl_Position = (MVP2) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0));
84 } 84 }
85 85
86 """ 86 """
@@ -91,7 +91,7 @@ Pipeline
91 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 91 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
92 out vec4 f0 ; 92 out vec4 f0 ;
93 void main() { 93 void main() {
94 f0 = vec4 ( 0.0,0.4,0.0,1.0 ); 94 f0 = vec4 (0.0,0.4,0.0,1.0);
95 } 95 }
96 96
97 """ 97 """
@@ -110,8 +110,8 @@ Pipeline
110 in vec3 vi1 ; 110 in vec3 vi1 ;
111 smooth out vec4 vo1 ; 111 smooth out vec4 vo1 ;
112 void main() { 112 void main() {
113 gl_Position = ( MVP2 ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ); 113 gl_Position = (MVP2) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0));
114 vo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ); 114 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0);
115 } 115 }
116 116
117 """ 117 """
@@ -123,7 +123,7 @@ Pipeline
123 smooth in vec4 vo1 ; 123 smooth in vec4 vo1 ;
124 out vec4 f0 ; 124 out vec4 f0 ;
125 void main() { 125 void main() {
126 f0 = ( vo1 ) + ( vec4 ( 1.0,1.4,1.0,0.6 ) ); 126 f0 = (vo1) + (vec4 (1.0,1.4,1.0,0.6));
127 } 127 }
128 128
129 """ 129 """
@@ -141,7 +141,7 @@ Pipeline
141 uniform mat4 MVP2 ; 141 uniform mat4 MVP2 ;
142 in vec3 vi1 ; 142 in vec3 vi1 ;
143 void main() { 143 void main() {
144 gl_Position = ( MVP2 ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ); 144 gl_Position = (MVP2) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0));
145 } 145 }
146 146
147 """ 147 """
@@ -152,7 +152,7 @@ Pipeline
152 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 152 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
153 out vec4 f0 ; 153 out vec4 f0 ;
154 void main() { 154 void main() {
155 f0 = vec4 ( 0.0,0.4,0.0,1.0 ); 155 f0 = vec4 (0.0,0.4,0.0,1.0);
156 } 156 }
157 157
158 """ 158 """
@@ -175,7 +175,7 @@ Pipeline
175 in vec2 vi2 ; 175 in vec2 vi2 ;
176 smooth out vec2 vo1 ; 176 smooth out vec2 vo1 ;
177 void main() { 177 void main() {
178 gl_Position = ( MVP ) * ( vi1 ); 178 gl_Position = (MVP) * (vi1);
179 vo1 = vi2; 179 vo1 = vi2;
180 } 180 }
181 181
@@ -189,7 +189,7 @@ Pipeline
189 smooth in vec2 vo1 ; 189 smooth in vec2 vo1 ;
190 out vec4 f0 ; 190 out vec4 f0 ;
191 void main() { 191 void main() {
192 f0 = ( texture2D ( s0,( vo1 ).xy ) ) * ( 0.7 ); 192 f0 = (texture2D (s0,(vo1).xy)) * (0.7);
193 } 193 }
194 194
195 """ 195 """
diff --git a/testdata/heartbeat01.out b/testdata/heartbeat01.out
index ca392c73..aee4a8b8 100644
--- a/testdata/heartbeat01.out
+++ b/testdata/heartbeat01.out
@@ -84,7 +84,7 @@ Pipeline
84 in vec2 vi2 ; 84 in vec2 vi2 ;
85 smooth out vec2 vo1 ; 85 smooth out vec2 vo1 ;
86 void main() { 86 void main() {
87 gl_Position = ( vi1 ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); 87 gl_Position = (vi1) * (vec4 (1.0,1.0,1.0,1.0));
88 vo1 = vi2; 88 vo1 = vi2;
89 } 89 }
90 90
@@ -98,7 +98,7 @@ Pipeline
98 smooth in vec2 vo1 ; 98 smooth in vec2 vo1 ;
99 out vec4 f0 ; 99 out vec4 f0 ;
100 void main() { 100 void main() {
101 f0 = ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 5.0e-4 ) * ( sin ( ( ( 3.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 15.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-3 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,0.5,1.0 ) : ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 5.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).y ) - ( 0.85 ) ) ) ) - ( ( 5.0 ) * ( Time ) ) ) ) ) ) < ( ( 2.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,1.0,1.0 ) : ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 7.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 3.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 1.0,1.0,1.0,1.0 ) : vec4 ( 1.0,1.0,0.0,1.0 ); 101 f0 = ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((5.0e-4) * (sin (((3.0) * (atan (((vo1).x) - (0.85),((vo1).y) - (0.85)))) + ((15.0) * (Time)))))) < ((5.0e-3) * (abs ((sin ((Time) * (4.0))) - (0.37)))) ? vec4 (0.0,0.0,0.5,1.0) : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin (((5.0) * (atan (((vo1).x) - (0.85),((vo1).y) - (0.85)))) - ((5.0) * (Time)))))) < ((2.0e-2) * (abs ((sin ((Time) * (4.0))) - (0.37)))) ? vec4 (0.0,0.0,1.0,1.0) : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin (((7.0) * (atan (((vo1).x) - (0.85),((vo1).y) - (0.85)))) + ((3.0) * (Time)))))) < ((5.0e-2) * (abs ((sin ((Time) * (4.0))) - (0.37)))) ? vec4 (1.0,1.0,1.0,1.0) : vec4 (1.0,1.0,0.0,1.0);
102 } 102 }
103 103
104 """ 104 """
@@ -121,7 +121,7 @@ Pipeline
121 in vec2 vi2 ; 121 in vec2 vi2 ;
122 smooth out vec2 vo1 ; 122 smooth out vec2 vo1 ;
123 void main() { 123 void main() {
124 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 124 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
125 vo1 = vi2; 125 vo1 = vi2;
126 } 126 }
127 127
@@ -135,7 +135,7 @@ Pipeline
135 smooth in vec2 vo1 ; 135 smooth in vec2 vo1 ;
136 out vec4 f0 ; 136 out vec4 f0 ;
137 void main() { 137 void main() {
138 f0 = texture2D ( s0,vo1 ); 138 f0 = texture2D (s0,vo1);
139 } 139 }
140 140
141 """ 141 """
diff --git a/testdata/helloWorld.out b/testdata/helloWorld.out
index 8973b5fa..9da473c4 100644
--- a/testdata/helloWorld.out
+++ b/testdata/helloWorld.out
@@ -29,7 +29,7 @@ Pipeline
29 in vec4 vi1 ; 29 in vec4 vi1 ;
30 smooth out vec4 vo1 ; 30 smooth out vec4 vo1 ;
31 void main() { 31 void main() {
32 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 32 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
33 vo1 = vi1; 33 vo1 = vi1;
34 } 34 }
35 35
diff --git a/testdata/line01.out b/testdata/line01.out
index 46e5f47d..3425037b 100644
--- a/testdata/line01.out
+++ b/testdata/line01.out
@@ -29,8 +29,8 @@ Pipeline
29 in vec3 vi1 ; 29 in vec3 vi1 ;
30 smooth out vec4 vo1 ; 30 smooth out vec4 vo1 ;
31 void main() { 31 void main() {
32 gl_Position = ( ( MVP ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 32 gl_Position = ((MVP) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0))) * (vec4 (0.5,0.5,0.5,1.0));
33 vo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ); 33 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0);
34 } 34 }
35 35
36 """ 36 """
diff --git a/testdata/point01.out b/testdata/point01.out
index 00504b1e..54de0af8 100644
--- a/testdata/point01.out
+++ b/testdata/point01.out
@@ -32,7 +32,7 @@ Pipeline
32 in vec4 vi2 ; 32 in vec4 vi2 ;
33 smooth out vec4 vo1 ; 33 smooth out vec4 vo1 ;
34 void main() { 34 void main() {
35 gl_Position = ( ( MVP ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 35 gl_Position = ((MVP) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0))) * (vec4 (0.5,0.5,0.5,1.0));
36 vo1 = vi2; 36 vo1 = vi2;
37 gl_PointSize = 30.0; 37 gl_PointSize = 30.0;
38 } 38 }
diff --git a/testdata/recursivetexture02.out b/testdata/recursivetexture02.out
index 900e2418..4e9e1953 100644
--- a/testdata/recursivetexture02.out
+++ b/testdata/recursivetexture02.out
@@ -293,7 +293,7 @@ Pipeline
293 in vec2 vi2 ; 293 in vec2 vi2 ;
294 smooth out vec2 vo1 ; 294 smooth out vec2 vo1 ;
295 void main() { 295 void main() {
296 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 296 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
297 vo1 = vi2; 297 vo1 = vi2;
298 } 298 }
299 299
@@ -306,7 +306,7 @@ Pipeline
306 smooth in vec2 vo1 ; 306 smooth in vec2 vo1 ;
307 out vec4 f0 ; 307 out vec4 f0 ;
308 void main() { 308 void main() {
309 f0 = ( vo1 ).xyxy; 309 f0 = (vo1).xyxy;
310 } 310 }
311 311
312 """ 312 """
@@ -329,7 +329,7 @@ Pipeline
329 in vec2 vi2 ; 329 in vec2 vi2 ;
330 smooth out vec2 vo1 ; 330 smooth out vec2 vo1 ;
331 void main() { 331 void main() {
332 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); 332 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0));
333 vo1 = vi2; 333 vo1 = vi2;
334 } 334 }
335 335
@@ -343,7 +343,7 @@ Pipeline
343 smooth in vec2 vo1 ; 343 smooth in vec2 vo1 ;
344 out vec4 f0 ; 344 out vec4 f0 ;
345 void main() { 345 void main() {
346 f0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); 346 f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0));
347 } 347 }
348 348
349 """ 349 """
@@ -366,7 +366,7 @@ Pipeline
366 in vec2 vi2 ; 366 in vec2 vi2 ;
367 smooth out vec2 vo1 ; 367 smooth out vec2 vo1 ;
368 void main() { 368 void main() {
369 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); 369 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0));
370 vo1 = vi2; 370 vo1 = vi2;
371 } 371 }
372 372
@@ -380,7 +380,7 @@ Pipeline
380 smooth in vec2 vo1 ; 380 smooth in vec2 vo1 ;
381 out vec4 f0 ; 381 out vec4 f0 ;
382 void main() { 382 void main() {
383 f0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); 383 f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0));
384 } 384 }
385 385
386 """ 386 """
@@ -403,7 +403,7 @@ Pipeline
403 in vec2 vi2 ; 403 in vec2 vi2 ;
404 smooth out vec2 vo1 ; 404 smooth out vec2 vo1 ;
405 void main() { 405 void main() {
406 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); 406 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0));
407 vo1 = vi2; 407 vo1 = vi2;
408 } 408 }
409 409
@@ -417,7 +417,7 @@ Pipeline
417 smooth in vec2 vo1 ; 417 smooth in vec2 vo1 ;
418 out vec4 f0 ; 418 out vec4 f0 ;
419 void main() { 419 void main() {
420 f0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); 420 f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0));
421 } 421 }
422 422
423 """ 423 """
@@ -440,7 +440,7 @@ Pipeline
440 in vec2 vi2 ; 440 in vec2 vi2 ;
441 smooth out vec2 vo1 ; 441 smooth out vec2 vo1 ;
442 void main() { 442 void main() {
443 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); 443 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0));
444 vo1 = vi2; 444 vo1 = vi2;
445 } 445 }
446 446
@@ -454,7 +454,7 @@ Pipeline
454 smooth in vec2 vo1 ; 454 smooth in vec2 vo1 ;
455 out vec4 f0 ; 455 out vec4 f0 ;
456 void main() { 456 void main() {
457 f0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); 457 f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0));
458 } 458 }
459 459
460 """ 460 """
@@ -477,7 +477,7 @@ Pipeline
477 in vec2 vi2 ; 477 in vec2 vi2 ;
478 smooth out vec2 vo1 ; 478 smooth out vec2 vo1 ;
479 void main() { 479 void main() {
480 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); 480 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0));
481 vo1 = vi2; 481 vo1 = vi2;
482 } 482 }
483 483
@@ -491,7 +491,7 @@ Pipeline
491 smooth in vec2 vo1 ; 491 smooth in vec2 vo1 ;
492 out vec4 f0 ; 492 out vec4 f0 ;
493 void main() { 493 void main() {
494 f0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); 494 f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0));
495 } 495 }
496 496
497 """ 497 """
diff --git a/testdata/reduce05.out b/testdata/reduce05.out
index c0a7f5eb..b3cd59c2 100644
--- a/testdata/reduce05.out
+++ b/testdata/reduce05.out
@@ -39,7 +39,7 @@ Pipeline
39 smooth in vec4 vo1 ; 39 smooth in vec4 vo1 ;
40 out vec4 f0 ; 40 out vec4 f0 ;
41 void main() { 41 void main() {
42 f0 = vec4 ( 1.0,0.0,0.0,1.0 ); 42 f0 = vec4 (1.0,0.0,0.0,1.0);
43 } 43 }
44 44
45 """ 45 """
@@ -71,7 +71,7 @@ Pipeline
71 smooth in vec4 vo1 ; 71 smooth in vec4 vo1 ;
72 out vec4 f0 ; 72 out vec4 f0 ;
73 void main() { 73 void main() {
74 f0 = vec4 ( 0.0,1.0,0.0,1.0 ); 74 f0 = vec4 (0.0,1.0,0.0,1.0);
75 } 75 }
76 76
77 """ 77 """
diff --git a/testdata/simple02.out b/testdata/simple02.out
index 4700a01e..683bd02e 100644
--- a/testdata/simple02.out
+++ b/testdata/simple02.out
@@ -29,7 +29,7 @@ Pipeline
29 in vec4 vi1 ; 29 in vec4 vi1 ;
30 smooth out vec4 vo1 ; 30 smooth out vec4 vo1 ;
31 void main() { 31 void main() {
32 gl_Position = ( MVP ) * ( vi1 ); 32 gl_Position = (MVP) * (vi1);
33 vo1 = vi1; 33 vo1 = vi1;
34 } 34 }
35 35
@@ -42,7 +42,7 @@ Pipeline
42 smooth in vec4 vo1 ; 42 smooth in vec4 vo1 ;
43 out vec4 f0 ; 43 out vec4 f0 ;
44 void main() { 44 void main() {
45 f0 = ( vo1 ) * ( vec4 ( 1.0,0.4,0.0,0.2 ) ); 45 f0 = (vo1) * (vec4 (1.0,0.4,0.0,0.2));
46 } 46 }
47 47
48 """ 48 """
diff --git a/testdata/simple03.out b/testdata/simple03.out
index 8457ebe2..e72073e3 100644
--- a/testdata/simple03.out
+++ b/testdata/simple03.out
@@ -32,8 +32,8 @@ Pipeline
32 in vec3 vi2 ; 32 in vec3 vi2 ;
33 smooth out vec4 vo1 ; 33 smooth out vec4 vo1 ;
34 void main() { 34 void main() {
35 gl_Position = ( viewProj ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ); 35 gl_Position = (viewProj) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0));
36 vo1 = vec4 ( ( vi2 ).x,( vi2 ).y,( vi2 ).z,1.0 ); 36 vo1 = vec4 ((vi2).x,(vi2).y,(vi2).z,1.0);
37 } 37 }
38 38
39 """ 39 """
@@ -45,7 +45,7 @@ Pipeline
45 smooth in vec4 vo1 ; 45 smooth in vec4 vo1 ;
46 out vec4 f0 ; 46 out vec4 f0 ;
47 void main() { 47 void main() {
48 f0 = vec4 ( 1.0,1.0,1.0,1.0 ); 48 f0 = vec4 (1.0,1.0,1.0,1.0);
49 } 49 }
50 50
51 """ 51 """
@@ -68,8 +68,8 @@ Pipeline
68 in vec3 vi2 ; 68 in vec3 vi2 ;
69 smooth out vec4 vo1 ; 69 smooth out vec4 vo1 ;
70 void main() { 70 void main() {
71 gl_Position = ( viewProj ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ); 71 gl_Position = (viewProj) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0));
72 vo1 = vec4 ( ( vi2 ).x,( vi2 ).y,( vi2 ).z,1.0 ); 72 vo1 = vec4 ((vi2).x,(vi2).y,(vi2).z,1.0);
73 } 73 }
74 74
75 """ 75 """
diff --git a/testdata/texture01.out b/testdata/texture01.out
index c52b2a30..ec89a6c0 100644
--- a/testdata/texture01.out
+++ b/testdata/texture01.out
@@ -33,7 +33,7 @@ Pipeline
33 in vec2 vi2 ; 33 in vec2 vi2 ;
34 smooth out vec2 vo1 ; 34 smooth out vec2 vo1 ;
35 void main() { 35 void main() {
36 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 36 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
37 vo1 = vi2; 37 vo1 = vi2;
38 } 38 }
39 39
@@ -47,7 +47,7 @@ Pipeline
47 smooth in vec2 vo1 ; 47 smooth in vec2 vo1 ;
48 out vec4 f0 ; 48 out vec4 f0 ;
49 void main() { 49 void main() {
50 f0 = texture2D ( diffuse,vo1 ); 50 f0 = texture2D (diffuse,vo1);
51 } 51 }
52 52
53 """ 53 """
diff --git a/testdata/texture02.out b/testdata/texture02.out
index 0cf77de0..d57e830f 100644
--- a/testdata/texture02.out
+++ b/testdata/texture02.out
@@ -85,7 +85,7 @@ Pipeline
85 in vec2 vi2 ; 85 in vec2 vi2 ;
86 smooth out vec2 vo1 ; 86 smooth out vec2 vo1 ;
87 void main() { 87 void main() {
88 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 88 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
89 vo1 = vi2; 89 vo1 = vi2;
90 } 90 }
91 91
@@ -99,7 +99,7 @@ Pipeline
99 smooth in vec2 vo1 ; 99 smooth in vec2 vo1 ;
100 out vec4 f0 ; 100 out vec4 f0 ;
101 void main() { 101 void main() {
102 f0 = texture2D ( s0,vo1 ); 102 f0 = texture2D (s0,vo1);
103 } 103 }
104 104
105 """ 105 """
diff --git a/testdata/uniformparam01.out b/testdata/uniformparam01.out
index ed04ce62..be9f3748 100644
--- a/testdata/uniformparam01.out
+++ b/testdata/uniformparam01.out
@@ -27,7 +27,7 @@ Pipeline
27 in vec4 vi1 ; 27 in vec4 vi1 ;
28 flat out vec4 vo1 ; 28 flat out vec4 vo1 ;
29 void main() { 29 void main() {
30 gl_Position = ( MVP ) * ( vi1 ); 30 gl_Position = (MVP) * (vi1);
31 vo1 = vi1; 31 vo1 = vi1;
32 } 32 }
33 33
diff --git a/testdata/uniformparam03.out b/testdata/uniformparam03.out
index ed04ce62..be9f3748 100644
--- a/testdata/uniformparam03.out
+++ b/testdata/uniformparam03.out
@@ -27,7 +27,7 @@ Pipeline
27 in vec4 vi1 ; 27 in vec4 vi1 ;
28 flat out vec4 vo1 ; 28 flat out vec4 vo1 ;
29 void main() { 29 void main() {
30 gl_Position = ( MVP ) * ( vi1 ); 30 gl_Position = (MVP) * (vi1);
31 vo1 = vi1; 31 vo1 = vi1;
32 } 32 }
33 33