diff options
Diffstat (limited to 'testdata')
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 | ||