From 90e336391673ac1cf9ff582e98e35faf89a8f09d Mon Sep 17 00:00:00 2001 From: Péter Diviánszky Date: Sun, 1 May 2016 19:13:34 +0200 Subject: improve pretty print layout & show desugared source code in .out files --- testdata/example08.out | 440 ++++++++++++------------------------------------- 1 file changed, 104 insertions(+), 336 deletions(-) (limited to 'testdata/example08.out') diff --git a/testdata/example08.out b/testdata/example08.out index b2c30351..bbcf34d3 100644 --- a/testdata/example08.out +++ b/testdata/example08.out @@ -25,8 +25,7 @@ Pipeline , vertexShader = """ #version 330 core - vec4 texture2D(sampler2D s - ,vec2 uv) { + vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform mat4 MVP; @@ -34,57 +33,30 @@ Pipeline in vec4 vi1; smooth out vec4 vo1; mat4 rotMatrixX(float z0) { - return mat4 (vec4 (1.0 - ,0.0 - ,0.0 - ,0.0) - ,vec4 (0.0 - ,cos (z0) - ,sin (z0) - ,0.0) - ,vec4 (0.0 - ,(0.0) - (sin (z0)) - ,cos (z0) - ,0.0) + return mat4 (vec4 (1.0,0.0,0.0,0.0) + ,vec4 (0.0,cos (z0),sin (z0),0.0) + ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) ,vec4 (0.0,0.0,0.0,1.0)); } mat4 rotMatrixZ(float z0) { - return mat4 (vec4 (cos (z0) - ,sin (z0) - ,0.0 - ,0.0) - ,vec4 ((0.0) - (sin (z0)) - ,cos (z0) - ,0.0 - ,0.0) + return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) + ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) ,vec4 (0.0,0.0,1.0,0.0) ,vec4 (0.0,0.0,0.0,1.0)); } vec4 scale(float z0,vec4 z1) { - return (z1) * (vec4 (z0 - ,z0 - ,z0 - ,1.0)); + return (z1) * (vec4 (z0,z0,z0,1.0)); } - vec4 trMat_4_4_Float(mat4 z0 - ,vec4 z1) { + vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { return (z0) * (z1); } vec4 trX(float z0,vec4 z1) { - return (vec4 (z0 - ,0.0 - ,0.0 - ,0.0)) + (z1); + return (vec4 (z0,0.0,0.0,0.0)) + (z1); } void main() { - gl_Position = trMat_4_4_Float - (rotMatrixZ ((Time) * (2.0)) - ,(MVP) * (trX ((1.0) + ((sin - (Time)) * (0.1)) - ,scale (4.0e-2 - ,trMat_4_4_Float (rotMatrixX - (((Time) * (2.0)) * (2.0)) - ,vi1))))); + gl_Position = trMat_4_4_Float (rotMatrixZ ((Time) * (2.0)) + ,(MVP) * (trX ((1.0) + ((sin (Time)) * (0.1)) + ,scale (4.0e-2,trMat_4_4_Float (rotMatrixX (((Time) * (2.0)) * (2.0)),vi1))))); vo1 = vi1; } """ @@ -92,8 +64,7 @@ Pipeline , fragmentShader = """ #version 330 core - vec4 texture2D(sampler2D s - ,vec2 uv) { + vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } smooth in vec4 vo1; @@ -114,8 +85,7 @@ Pipeline , vertexShader = """ #version 330 core - vec4 texture2D(sampler2D s - ,vec2 uv) { + vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform mat4 MVP; @@ -123,57 +93,30 @@ Pipeline in vec4 vi1; smooth out vec4 vo1; mat4 rotMatrixX(float z0) { - return mat4 (vec4 (1.0 - ,0.0 - ,0.0 - ,0.0) - ,vec4 (0.0 - ,cos (z0) - ,sin (z0) - ,0.0) - ,vec4 (0.0 - ,(0.0) - (sin (z0)) - ,cos (z0) - ,0.0) + return mat4 (vec4 (1.0,0.0,0.0,0.0) + ,vec4 (0.0,cos (z0),sin (z0),0.0) + ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) ,vec4 (0.0,0.0,0.0,1.0)); } mat4 rotMatrixZ(float z0) { - return mat4 (vec4 (cos (z0) - ,sin (z0) - ,0.0 - ,0.0) - ,vec4 ((0.0) - (sin (z0)) - ,cos (z0) - ,0.0 - ,0.0) + return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) + ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) ,vec4 (0.0,0.0,1.0,0.0) ,vec4 (0.0,0.0,0.0,1.0)); } vec4 scale(float z0,vec4 z1) { - return (z1) * (vec4 (z0 - ,z0 - ,z0 - ,1.0)); + return (z1) * (vec4 (z0,z0,z0,1.0)); } - vec4 trMat_4_4_Float(mat4 z0 - ,vec4 z1) { + vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { return (z0) * (z1); } vec4 trX(float z0,vec4 z1) { - return (vec4 (z0 - ,0.0 - ,0.0 - ,0.0)) + (z1); + return (vec4 (z0,0.0,0.0,0.0)) + (z1); } void main() { - gl_Position = trMat_4_4_Float - (rotMatrixZ ((Time) * (1.0)) - ,(MVP) * (trX ((0.5) + ((sin - (Time)) * (0.1)) - ,scale (4.0e-2 - ,trMat_4_4_Float (rotMatrixX - (((Time) * (2.0)) * (1.0)) - ,vi1))))); + gl_Position = trMat_4_4_Float (rotMatrixZ ((Time) * (1.0)) + ,(MVP) * (trX ((0.5) + ((sin (Time)) * (0.1)) + ,scale (4.0e-2,trMat_4_4_Float (rotMatrixX (((Time) * (2.0)) * (1.0)),vi1))))); vo1 = vi1; } """ @@ -181,8 +124,7 @@ Pipeline , fragmentShader = """ #version 330 core - vec4 texture2D(sampler2D s - ,vec2 uv) { + vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } smooth in vec4 vo1; @@ -203,8 +145,7 @@ Pipeline , vertexShader = """ #version 330 core - vec4 texture2D(sampler2D s - ,vec2 uv) { + vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform mat4 MVP; @@ -212,57 +153,30 @@ Pipeline in vec4 vi1; smooth out vec4 vo1; mat4 rotMatrixX(float z0) { - return mat4 (vec4 (1.0 - ,0.0 - ,0.0 - ,0.0) - ,vec4 (0.0 - ,cos (z0) - ,sin (z0) - ,0.0) - ,vec4 (0.0 - ,(0.0) - (sin (z0)) - ,cos (z0) - ,0.0) + return mat4 (vec4 (1.0,0.0,0.0,0.0) + ,vec4 (0.0,cos (z0),sin (z0),0.0) + ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) ,vec4 (0.0,0.0,0.0,1.0)); } mat4 rotMatrixZ(float z0) { - return mat4 (vec4 (cos (z0) - ,sin (z0) - ,0.0 - ,0.0) - ,vec4 ((0.0) - (sin (z0)) - ,cos (z0) - ,0.0 - ,0.0) + return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) + ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) ,vec4 (0.0,0.0,1.0,0.0) ,vec4 (0.0,0.0,0.0,1.0)); } vec4 scale(float z0,vec4 z1) { - return (z1) * (vec4 (z0 - ,z0 - ,z0 - ,1.0)); + return (z1) * (vec4 (z0,z0,z0,1.0)); } - vec4 trMat_4_4_Float(mat4 z0 - ,vec4 z1) { + vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { return (z0) * (z1); } vec4 trX(float z0,vec4 z1) { - return (vec4 (z0 - ,0.0 - ,0.0 - ,0.0)) + (z1); + return (vec4 (z0,0.0,0.0,0.0)) + (z1); } void main() { - gl_Position = trMat_4_4_Float - (rotMatrixZ ((Time) * (0.0)) - ,(MVP) * (trX ((0.0) + ((sin - (Time)) * (0.1)) - ,scale (4.0e-2 - ,trMat_4_4_Float (rotMatrixX - (((Time) * (2.0)) * (0.0)) - ,vi1))))); + gl_Position = trMat_4_4_Float (rotMatrixZ ((Time) * (0.0)) + ,(MVP) * (trX ((0.0) + ((sin (Time)) * (0.1)) + ,scale (4.0e-2,trMat_4_4_Float (rotMatrixX (((Time) * (2.0)) * (0.0)),vi1))))); vo1 = vi1; } """ @@ -270,8 +184,7 @@ Pipeline , fragmentShader = """ #version 330 core - vec4 texture2D(sampler2D s - ,vec2 uv) { + vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } smooth in vec4 vo1; @@ -292,8 +205,7 @@ Pipeline , vertexShader = """ #version 330 core - vec4 texture2D(sampler2D s - ,vec2 uv) { + vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform mat4 MVP; @@ -301,57 +213,30 @@ Pipeline in vec4 vi1; smooth out vec4 vo1; mat4 rotMatrixX(float z0) { - return mat4 (vec4 (1.0 - ,0.0 - ,0.0 - ,0.0) - ,vec4 (0.0 - ,cos (z0) - ,sin (z0) - ,0.0) - ,vec4 (0.0 - ,(0.0) - (sin (z0)) - ,cos (z0) - ,0.0) + return mat4 (vec4 (1.0,0.0,0.0,0.0) + ,vec4 (0.0,cos (z0),sin (z0),0.0) + ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) ,vec4 (0.0,0.0,0.0,1.0)); } mat4 rotMatrixZ(float z0) { - return mat4 (vec4 (cos (z0) - ,sin (z0) - ,0.0 - ,0.0) - ,vec4 ((0.0) - (sin (z0)) - ,cos (z0) - ,0.0 - ,0.0) + return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) + ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) ,vec4 (0.0,0.0,1.0,0.0) ,vec4 (0.0,0.0,0.0,1.0)); } vec4 scale(float z0,vec4 z1) { - return (z1) * (vec4 (z0 - ,z0 - ,z0 - ,1.0)); + return (z1) * (vec4 (z0,z0,z0,1.0)); } - vec4 trMat_4_4_Float(mat4 z0 - ,vec4 z1) { + vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { return (z0) * (z1); } vec4 trX(float z0,vec4 z1) { - return (vec4 (z0 - ,0.0 - ,0.0 - ,0.0)) + (z1); + return (vec4 (z0,0.0,0.0,0.0)) + (z1); } void main() { - gl_Position = trMat_4_4_Float - (rotMatrixZ ((Time) * (-1.0)) - ,(MVP) * (trX ((-0.5) + ((sin - (Time)) * (0.1)) - ,scale (4.0e-2 - ,trMat_4_4_Float (rotMatrixX - (((Time) * (2.0)) * (-1.0)) - ,vi1))))); + gl_Position = trMat_4_4_Float (rotMatrixZ ((Time) * (-1.0)) + ,(MVP) * (trX ((-0.5) + ((sin (Time)) * (0.1)) + ,scale (4.0e-2,trMat_4_4_Float (rotMatrixX (((Time) * (2.0)) * (-1.0)),vi1))))); vo1 = vi1; } """ @@ -359,8 +244,7 @@ Pipeline , fragmentShader = """ #version 330 core - vec4 texture2D(sampler2D s - ,vec2 uv) { + vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } smooth in vec4 vo1; @@ -381,8 +265,7 @@ Pipeline , vertexShader = """ #version 330 core - vec4 texture2D(sampler2D s - ,vec2 uv) { + vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform mat4 MVP; @@ -390,57 +273,30 @@ Pipeline in vec4 vi1; smooth out vec4 vo1; mat4 rotMatrixX(float z0) { - return mat4 (vec4 (1.0 - ,0.0 - ,0.0 - ,0.0) - ,vec4 (0.0 - ,cos (z0) - ,sin (z0) - ,0.0) - ,vec4 (0.0 - ,(0.0) - (sin (z0)) - ,cos (z0) - ,0.0) + return mat4 (vec4 (1.0,0.0,0.0,0.0) + ,vec4 (0.0,cos (z0),sin (z0),0.0) + ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) ,vec4 (0.0,0.0,0.0,1.0)); } mat4 rotMatrixZ(float z0) { - return mat4 (vec4 (cos (z0) - ,sin (z0) - ,0.0 - ,0.0) - ,vec4 ((0.0) - (sin (z0)) - ,cos (z0) - ,0.0 - ,0.0) + return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) + ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) ,vec4 (0.0,0.0,1.0,0.0) ,vec4 (0.0,0.0,0.0,1.0)); } vec4 scale(float z0,vec4 z1) { - return (z1) * (vec4 (z0 - ,z0 - ,z0 - ,1.0)); + return (z1) * (vec4 (z0,z0,z0,1.0)); } - vec4 trMat_4_4_Float(mat4 z0 - ,vec4 z1) { + vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { return (z0) * (z1); } vec4 trX(float z0,vec4 z1) { - return (vec4 (z0 - ,0.0 - ,0.0 - ,0.0)) + (z1); + return (vec4 (z0,0.0,0.0,0.0)) + (z1); } void main() { - gl_Position = trMat_4_4_Float - (rotMatrixZ ((Time) * (0.75)) - ,(MVP) * (trX ((0.375) + ((sin - (Time)) * (0.1)) - ,scale (4.0e-2 - ,trMat_4_4_Float (rotMatrixX - (((Time) * (2.0)) * (0.75)) - ,vi1))))); + gl_Position = trMat_4_4_Float (rotMatrixZ ((Time) * (0.75)) + ,(MVP) * (trX ((0.375) + ((sin (Time)) * (0.1)) + ,scale (4.0e-2,trMat_4_4_Float (rotMatrixX (((Time) * (2.0)) * (0.75)),vi1))))); vo1 = vi1; } """ @@ -448,8 +304,7 @@ Pipeline , fragmentShader = """ #version 330 core - vec4 texture2D(sampler2D s - ,vec2 uv) { + vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } smooth in vec4 vo1; @@ -470,8 +325,7 @@ Pipeline , vertexShader = """ #version 330 core - vec4 texture2D(sampler2D s - ,vec2 uv) { + vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform mat4 MVP; @@ -479,57 +333,30 @@ Pipeline in vec4 vi1; smooth out vec4 vo1; mat4 rotMatrixX(float z0) { - return mat4 (vec4 (1.0 - ,0.0 - ,0.0 - ,0.0) - ,vec4 (0.0 - ,cos (z0) - ,sin (z0) - ,0.0) - ,vec4 (0.0 - ,(0.0) - (sin (z0)) - ,cos (z0) - ,0.0) + return mat4 (vec4 (1.0,0.0,0.0,0.0) + ,vec4 (0.0,cos (z0),sin (z0),0.0) + ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) ,vec4 (0.0,0.0,0.0,1.0)); } mat4 rotMatrixZ(float z0) { - return mat4 (vec4 (cos (z0) - ,sin (z0) - ,0.0 - ,0.0) - ,vec4 ((0.0) - (sin (z0)) - ,cos (z0) - ,0.0 - ,0.0) + return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) + ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) ,vec4 (0.0,0.0,1.0,0.0) ,vec4 (0.0,0.0,0.0,1.0)); } vec4 scale(float z0,vec4 z1) { - return (z1) * (vec4 (z0 - ,z0 - ,z0 - ,1.0)); + return (z1) * (vec4 (z0,z0,z0,1.0)); } - vec4 trMat_4_4_Float(mat4 z0 - ,vec4 z1) { + vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { return (z0) * (z1); } vec4 trX(float z0,vec4 z1) { - return (vec4 (z0 - ,0.0 - ,0.0 - ,0.0)) + (z1); + return (vec4 (z0,0.0,0.0,0.0)) + (z1); } void main() { - gl_Position = trMat_4_4_Float - (rotMatrixZ ((Time) * (0.3)) - ,(MVP) * (trX ((0.15) + ((sin - (Time)) * (0.1)) - ,scale (4.0e-2 - ,trMat_4_4_Float (rotMatrixX - (((Time) * (2.0)) * (0.3)) - ,vi1))))); + gl_Position = trMat_4_4_Float (rotMatrixZ ((Time) * (0.3)) + ,(MVP) * (trX ((0.15) + ((sin (Time)) * (0.1)) + ,scale (4.0e-2,trMat_4_4_Float (rotMatrixX (((Time) * (2.0)) * (0.3)),vi1))))); vo1 = vi1; } """ @@ -537,8 +364,7 @@ Pipeline , fragmentShader = """ #version 330 core - vec4 texture2D(sampler2D s - ,vec2 uv) { + vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } smooth in vec4 vo1; @@ -559,8 +385,7 @@ Pipeline , vertexShader = """ #version 330 core - vec4 texture2D(sampler2D s - ,vec2 uv) { + vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform mat4 MVP; @@ -568,57 +393,30 @@ Pipeline in vec4 vi1; smooth out vec4 vo1; mat4 rotMatrixX(float z0) { - return mat4 (vec4 (1.0 - ,0.0 - ,0.0 - ,0.0) - ,vec4 (0.0 - ,cos (z0) - ,sin (z0) - ,0.0) - ,vec4 (0.0 - ,(0.0) - (sin (z0)) - ,cos (z0) - ,0.0) + return mat4 (vec4 (1.0,0.0,0.0,0.0) + ,vec4 (0.0,cos (z0),sin (z0),0.0) + ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) ,vec4 (0.0,0.0,0.0,1.0)); } mat4 rotMatrixZ(float z0) { - return mat4 (vec4 (cos (z0) - ,sin (z0) - ,0.0 - ,0.0) - ,vec4 ((0.0) - (sin (z0)) - ,cos (z0) - ,0.0 - ,0.0) + return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) + ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) ,vec4 (0.0,0.0,1.0,0.0) ,vec4 (0.0,0.0,0.0,1.0)); } vec4 scale(float z0,vec4 z1) { - return (z1) * (vec4 (z0 - ,z0 - ,z0 - ,1.0)); + return (z1) * (vec4 (z0,z0,z0,1.0)); } - vec4 trMat_4_4_Float(mat4 z0 - ,vec4 z1) { + vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { return (z0) * (z1); } vec4 trX(float z0,vec4 z1) { - return (vec4 (z0 - ,0.0 - ,0.0 - ,0.0)) + (z1); + return (vec4 (z0,0.0,0.0,0.0)) + (z1); } void main() { - gl_Position = trMat_4_4_Float - (rotMatrixZ ((Time) * (0.5)) - ,(MVP) * (trX ((0.25) + ((sin - (Time)) * (0.1)) - ,scale (4.0e-2 - ,trMat_4_4_Float (rotMatrixX - (((Time) * (2.0)) * (0.5)) - ,vi1))))); + gl_Position = trMat_4_4_Float (rotMatrixZ ((Time) * (0.5)) + ,(MVP) * (trX ((0.25) + ((sin (Time)) * (0.1)) + ,scale (4.0e-2,trMat_4_4_Float (rotMatrixX (((Time) * (2.0)) * (0.5)),vi1))))); vo1 = vi1; } """ @@ -626,8 +424,7 @@ Pipeline , fragmentShader = """ #version 330 core - vec4 texture2D(sampler2D s - ,vec2 uv) { + vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } smooth in vec4 vo1; @@ -648,8 +445,7 @@ Pipeline , vertexShader = """ #version 330 core - vec4 texture2D(sampler2D s - ,vec2 uv) { + vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform mat4 MVP; @@ -657,57 +453,30 @@ Pipeline in vec4 vi1; smooth out vec4 vo1; mat4 rotMatrixX(float z0) { - return mat4 (vec4 (1.0 - ,0.0 - ,0.0 - ,0.0) - ,vec4 (0.0 - ,cos (z0) - ,sin (z0) - ,0.0) - ,vec4 (0.0 - ,(0.0) - (sin (z0)) - ,cos (z0) - ,0.0) + return mat4 (vec4 (1.0,0.0,0.0,0.0) + ,vec4 (0.0,cos (z0),sin (z0),0.0) + ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) ,vec4 (0.0,0.0,0.0,1.0)); } mat4 rotMatrixZ(float z0) { - return mat4 (vec4 (cos (z0) - ,sin (z0) - ,0.0 - ,0.0) - ,vec4 ((0.0) - (sin (z0)) - ,cos (z0) - ,0.0 - ,0.0) + return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) + ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) ,vec4 (0.0,0.0,1.0,0.0) ,vec4 (0.0,0.0,0.0,1.0)); } vec4 scale(float z0,vec4 z1) { - return (z1) * (vec4 (z0 - ,z0 - ,z0 - ,1.0)); + return (z1) * (vec4 (z0,z0,z0,1.0)); } - vec4 trMat_4_4_Float(mat4 z0 - ,vec4 z1) { + vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { return (z0) * (z1); } vec4 trX(float z0,vec4 z1) { - return (vec4 (z0 - ,0.0 - ,0.0 - ,0.0)) + (z1); + return (vec4 (z0,0.0,0.0,0.0)) + (z1); } void main() { - gl_Position = trMat_4_4_Float - (rotMatrixZ ((Time) * (-0.5)) - ,(MVP) * (trX ((-0.25) + ((sin - (Time)) * (0.1)) - ,scale (4.0e-2 - ,trMat_4_4_Float (rotMatrixX - (((Time) * (2.0)) * (-0.5)) - ,vi1))))); + gl_Position = trMat_4_4_Float (rotMatrixZ ((Time) * (-0.5)) + ,(MVP) * (trX ((-0.25) + ((sin (Time)) * (0.1)) + ,scale (4.0e-2,trMat_4_4_Float (rotMatrixX (((Time) * (2.0)) * (-0.5)),vi1))))); vo1 = vi1; } """ @@ -715,8 +484,7 @@ Pipeline , fragmentShader = """ #version 330 core - vec4 texture2D(sampler2D s - ,vec2 uv) { + vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } smooth in vec4 vo1; -- cgit v1.2.3