From 30e482a72d6c83490ae7d4656de9bd01cc4ef499 Mon Sep 17 00:00:00 2001 From: Péter Diviánszky Date: Thu, 18 Feb 2016 10:17:30 +0100 Subject: inline uniform variables --- testdata/Graphics.out | 114 -------------------------- testdata/HyperbolicParaboloic.out | 5 +- testdata/Hyperboloid.out | 5 +- testdata/Spiral.out | 7 +- testdata/editor-examples/Heartbeat.out | 9 +- testdata/editor-examples/LambdaCube.out | 3 +- testdata/editor-examples/RecLC.out | 8 +- testdata/editor-examples/RecursiveTexture.out | 60 ++++---------- testdata/example08.out | 56 ++++++------- testdata/fragment04ifthenelse.out | 3 +- testdata/gfx03.out | 11 +-- testdata/gfx04.out | 3 +- testdata/gfx05.out | 11 +-- testdata/heartbeat01.out | 9 +- testdata/simple02.out | 3 +- testdata/simple03.out | 6 +- 16 files changed, 68 insertions(+), 245 deletions(-) (limited to 'testdata') diff --git a/testdata/Graphics.out b/testdata/Graphics.out index cea97671..fc891b27 100644 --- a/testdata/Graphics.out +++ b/testdata/Graphics.out @@ -38,8 +38,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi2; @@ -84,8 +82,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vec4 ((vi2).x,(vi2).y,(vi2).z,0.5); @@ -140,8 +136,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi4; @@ -200,8 +194,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -261,9 +253,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - float time = time; - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = (((vi3) + ((vec2 (0.0,1.0)) * (time))) + ((sin (vec2 @@ -325,8 +314,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -385,8 +372,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -447,9 +432,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - float time = time; - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = (((vi3) + ((vec2 (0.0,1.0)) * (time))) + ((sin (vec2 @@ -512,8 +494,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi4; @@ -574,8 +554,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -636,8 +614,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -698,8 +674,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -759,8 +733,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -821,8 +793,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -883,8 +853,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -945,8 +913,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -1007,8 +973,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -1069,8 +1033,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -1131,8 +1093,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -1193,8 +1153,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -1255,8 +1213,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -1317,8 +1273,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -1379,8 +1333,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -1441,8 +1393,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -1503,8 +1453,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -1565,8 +1513,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -1627,8 +1573,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -1688,8 +1632,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -1750,8 +1692,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -1812,8 +1752,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -1874,8 +1812,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -1936,8 +1872,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -1998,8 +1932,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -2060,8 +1992,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -2122,8 +2052,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -2184,8 +2112,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -2246,8 +2172,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -2308,8 +2232,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -2370,8 +2292,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -2432,8 +2352,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -2494,8 +2412,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -2556,8 +2472,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -2618,8 +2532,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -2679,8 +2591,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -2741,8 +2651,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -2803,8 +2711,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -2865,8 +2771,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -2927,8 +2831,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -2989,8 +2891,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -3051,8 +2951,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -3113,8 +3011,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -3175,8 +3071,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -3237,8 +3131,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -3299,8 +3191,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -3361,8 +3251,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; @@ -3423,8 +3311,6 @@ Pipeline vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } - mat4 viewProj = viewProj; - mat4 worldMat = worldMat; void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; diff --git a/testdata/HyperbolicParaboloic.out b/testdata/HyperbolicParaboloic.out index 7b9b420d..5d3a227d 100644 --- a/testdata/HyperbolicParaboloic.out +++ b/testdata/HyperbolicParaboloic.out @@ -32,16 +32,15 @@ Pipeline uniform vec2 Mouse; in vec3 vi1; smooth out vec4 vo1; - vec2 m = Mouse; vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } - float t = (m).y; + float t = (Mouse).y; void main() { gl_Position = scale (0.1 ,(MVP) * (vec4 ((t) * ((vi1).x) - ,(((0.5) * ((m).x)) * ((vi1).x)) * ((vi1).y) + ,(((0.5) * ((Mouse).x)) * ((vi1).x)) * ((vi1).y) ,(t) * ((vi1).y) ,1.0))); vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0); diff --git a/testdata/Hyperboloid.out b/testdata/Hyperboloid.out index bf3367bb..d5b9ffe4 100644 --- a/testdata/Hyperboloid.out +++ b/testdata/Hyperboloid.out @@ -32,9 +32,8 @@ Pipeline uniform vec2 Mouse; in vec3 vi1; smooth out vec4 vo1; - vec2 m = Mouse; - float k = (2.0) * ((m).y); - float r = (m).x; + float k = (2.0) * ((Mouse).y); + float r = (Mouse).x; vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } diff --git a/testdata/Spiral.out b/testdata/Spiral.out index d4922494..caf959b7 100644 --- a/testdata/Spiral.out +++ b/testdata/Spiral.out @@ -32,18 +32,17 @@ Pipeline uniform vec2 Mouse; in vec3 vi1; smooth out vec4 vo1; - vec2 m = Mouse; vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { gl_Position = scale (0.5 - ,(MVP) * (vec4 ((exp ((((m).x) - (0.5)) * ((vi1).x))) * (sin + ,(MVP) * (vec4 ((exp ((((Mouse).x) - (0.5)) * ((vi1).x))) * (sin ((0.9) * ((vi1).x))) - ,(exp ((((m).x) - (0.5)) * ((vi1).x))) * (cos + ,(exp ((((Mouse).x) - (0.5)) * ((vi1).x))) * (cos ((0.9) * ((vi1).x))) - ,((m).y) * ((0.9) * ((vi1).x)) + ,((Mouse).y) * ((0.9) * ((vi1).x)) ,1.0))); vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0); } diff --git a/testdata/editor-examples/Heartbeat.out b/testdata/editor-examples/Heartbeat.out index 435db6b7..d38215cc 100644 --- a/testdata/editor-examples/Heartbeat.out +++ b/testdata/editor-examples/Heartbeat.out @@ -108,8 +108,7 @@ Pipeline } vec4 blue = rgb (0.0,0.0,1.0); vec4 navy = rgb (0.0,0.0,0.5); - float ti = abs ((sin ((time) * (4.0))) - (0.37)); - float time = Time; + float ti = abs ((sin ((Time) * (4.0))) - (0.37)); vec4 white = rgb (1.0,1.0,1.0); vec4 yellow = rgb (1.0,1.0,0.0); void main() { @@ -117,13 +116,13 @@ Pipeline ((((((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) * (ti)) ? navy : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin + ,((vo1).y) - (0.85)))) + ((15.0) * (Time)))))) < ((5.0e-3) * (ti)) ? navy : ((((((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) * (ti)) ? blue : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin + ,((vo1).y) - (0.85)))) - ((5.0) * (Time)))))) < ((2.0e-2) * (ti)) ? blue : ((((((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) * (ti)) ? white : yellow; + ,((vo1).y) - (0.85)))) + ((3.0) * (Time)))))) < ((5.0e-2) * (ti)) ? white : yellow; } """ } diff --git a/testdata/editor-examples/LambdaCube.out b/testdata/editor-examples/LambdaCube.out index f46f8645..313c1fb5 100644 --- a/testdata/editor-examples/LambdaCube.out +++ b/testdata/editor-examples/LambdaCube.out @@ -30,8 +30,7 @@ Pipeline uniform float Time; in vec4 vi1; smooth out vec4 vo1; - float time = Time; - float phase = fract ((time) * (0.2)); + float phase = fract ((Time) * (0.2)); mat4 rotMatrixY(float z0) { return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) ,vec4 (0.0,1.0,0.0,0.0) diff --git a/testdata/editor-examples/RecLC.out b/testdata/editor-examples/RecLC.out index 4dc75416..ca91c9c1 100644 --- a/testdata/editor-examples/RecLC.out +++ b/testdata/editor-examples/RecLC.out @@ -188,7 +188,6 @@ Pipeline in vec4 vi1; in vec2 vi2; smooth out vec2 vo1; - mat4 rotMatrix = MVP; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) @@ -199,8 +198,7 @@ Pipeline return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { - gl_Position = (rotMatrix) * (scale - (0.4,(rotMatrixX (0.0)) * (vi1))); + gl_Position = (MVP) * (scale (0.4,(rotMatrixX (0.0)) * (vi1))); vo1 = vi2; } """ @@ -243,7 +241,6 @@ Pipeline in vec4 vi1; in vec2 vi2; smooth out vec2 vo1; - mat4 rotMatrix = MVP; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) @@ -254,8 +251,7 @@ Pipeline return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { - gl_Position = (rotMatrix) * (scale - (0.4,(rotMatrixX (0.1)) * (vi1))); + gl_Position = (MVP) * (scale (0.4,(rotMatrixX (0.1)) * (vi1))); vo1 = vi2; } """ diff --git a/testdata/editor-examples/RecursiveTexture.out b/testdata/editor-examples/RecursiveTexture.out index 4a693a78..98124568 100644 --- a/testdata/editor-examples/RecursiveTexture.out +++ b/testdata/editor-examples/RecursiveTexture.out @@ -814,7 +814,6 @@ Pipeline in vec4 vi1; in vec2 vi2; smooth out vec2 vo1; - mat4 rotMatrix = MVP; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) @@ -825,8 +824,7 @@ Pipeline return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { - gl_Position = (rotMatrix) * (scale - (0.4,(rotMatrixX (0.0)) * (vi1))); + gl_Position = (MVP) * (scale (0.4,(rotMatrixX (0.0)) * (vi1))); vo1 = vi2; } """ @@ -869,7 +867,6 @@ Pipeline in vec4 vi1; in vec2 vi2; smooth out vec2 vo1; - mat4 rotMatrix = MVP; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) @@ -880,8 +877,7 @@ Pipeline return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { - gl_Position = (rotMatrix) * (scale - (0.4,(rotMatrixX (0.1)) * (vi1))); + gl_Position = (MVP) * (scale (0.4,(rotMatrixX (0.1)) * (vi1))); vo1 = vi2; } """ @@ -924,7 +920,6 @@ Pipeline in vec4 vi1; in vec2 vi2; smooth out vec2 vo1; - mat4 rotMatrix = MVP; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) @@ -935,8 +930,7 @@ Pipeline return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { - gl_Position = (rotMatrix) * (scale - (0.4,(rotMatrixX (0.2)) * (vi1))); + gl_Position = (MVP) * (scale (0.4,(rotMatrixX (0.2)) * (vi1))); vo1 = vi2; } """ @@ -979,7 +973,6 @@ Pipeline in vec4 vi1; in vec2 vi2; smooth out vec2 vo1; - mat4 rotMatrix = MVP; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) @@ -990,8 +983,7 @@ Pipeline return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { - gl_Position = (rotMatrix) * (scale - (0.4,(rotMatrixX (0.3)) * (vi1))); + gl_Position = (MVP) * (scale (0.4,(rotMatrixX (0.3)) * (vi1))); vo1 = vi2; } """ @@ -1034,7 +1026,6 @@ Pipeline in vec4 vi1; in vec2 vi2; smooth out vec2 vo1; - mat4 rotMatrix = MVP; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) @@ -1045,8 +1036,7 @@ Pipeline return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { - gl_Position = (rotMatrix) * (scale - (0.4,(rotMatrixX (0.4)) * (vi1))); + gl_Position = (MVP) * (scale (0.4,(rotMatrixX (0.4)) * (vi1))); vo1 = vi2; } """ @@ -1089,7 +1079,6 @@ Pipeline in vec4 vi1; in vec2 vi2; smooth out vec2 vo1; - mat4 rotMatrix = MVP; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) @@ -1100,8 +1089,7 @@ Pipeline return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { - gl_Position = (rotMatrix) * (scale - (0.4,(rotMatrixX (0.5)) * (vi1))); + gl_Position = (MVP) * (scale (0.4,(rotMatrixX (0.5)) * (vi1))); vo1 = vi2; } """ @@ -1144,7 +1132,6 @@ Pipeline in vec4 vi1; in vec2 vi2; smooth out vec2 vo1; - mat4 rotMatrix = MVP; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) @@ -1155,8 +1142,7 @@ Pipeline return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { - gl_Position = (rotMatrix) * (scale - (0.4,(rotMatrixX (0.6)) * (vi1))); + gl_Position = (MVP) * (scale (0.4,(rotMatrixX (0.6)) * (vi1))); vo1 = vi2; } """ @@ -1199,7 +1185,6 @@ Pipeline in vec4 vi1; in vec2 vi2; smooth out vec2 vo1; - mat4 rotMatrix = MVP; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) @@ -1210,8 +1195,7 @@ Pipeline return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { - gl_Position = (rotMatrix) * (scale - (0.4,(rotMatrixX (0.7)) * (vi1))); + gl_Position = (MVP) * (scale (0.4,(rotMatrixX (0.7)) * (vi1))); vo1 = vi2; } """ @@ -1254,7 +1238,6 @@ Pipeline in vec4 vi1; in vec2 vi2; smooth out vec2 vo1; - mat4 rotMatrix = MVP; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) @@ -1265,8 +1248,7 @@ Pipeline return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { - gl_Position = (rotMatrix) * (scale - (0.4,(rotMatrixX (0.8)) * (vi1))); + gl_Position = (MVP) * (scale (0.4,(rotMatrixX (0.8)) * (vi1))); vo1 = vi2; } """ @@ -1309,7 +1291,6 @@ Pipeline in vec4 vi1; in vec2 vi2; smooth out vec2 vo1; - mat4 rotMatrix = MVP; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) @@ -1320,8 +1301,7 @@ Pipeline return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { - gl_Position = (rotMatrix) * (scale - (0.4,(rotMatrixX (0.9)) * (vi1))); + gl_Position = (MVP) * (scale (0.4,(rotMatrixX (0.9)) * (vi1))); vo1 = vi2; } """ @@ -1364,7 +1344,6 @@ Pipeline in vec4 vi1; in vec2 vi2; smooth out vec2 vo1; - mat4 rotMatrix = MVP; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) @@ -1375,8 +1354,7 @@ Pipeline return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { - gl_Position = (rotMatrix) * (scale - (0.4,(rotMatrixX (1.0)) * (vi1))); + gl_Position = (MVP) * (scale (0.4,(rotMatrixX (1.0)) * (vi1))); vo1 = vi2; } """ @@ -1419,7 +1397,6 @@ Pipeline in vec4 vi1; in vec2 vi2; smooth out vec2 vo1; - mat4 rotMatrix = MVP; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) @@ -1430,8 +1407,7 @@ Pipeline return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { - gl_Position = (rotMatrix) * (scale - (0.4,(rotMatrixX (1.1)) * (vi1))); + gl_Position = (MVP) * (scale (0.4,(rotMatrixX (1.1)) * (vi1))); vo1 = vi2; } """ @@ -1474,7 +1450,6 @@ Pipeline in vec4 vi1; in vec2 vi2; smooth out vec2 vo1; - mat4 rotMatrix = MVP; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) @@ -1485,8 +1460,7 @@ Pipeline return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { - gl_Position = (rotMatrix) * (scale - (0.4,(rotMatrixX (1.2)) * (vi1))); + gl_Position = (MVP) * (scale (0.4,(rotMatrixX (1.2)) * (vi1))); vo1 = vi2; } """ @@ -1529,7 +1503,6 @@ Pipeline in vec4 vi1; in vec2 vi2; smooth out vec2 vo1; - mat4 rotMatrix = MVP; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) @@ -1540,8 +1513,7 @@ Pipeline return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { - gl_Position = (rotMatrix) * (scale - (0.4,(rotMatrixX (1.3)) * (vi1))); + gl_Position = (MVP) * (scale (0.4,(rotMatrixX (1.3)) * (vi1))); vo1 = vi2; } """ @@ -1584,7 +1556,6 @@ Pipeline in vec4 vi1; in vec2 vi2; smooth out vec2 vo1; - mat4 rotMatrix = MVP; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) @@ -1595,8 +1566,7 @@ Pipeline return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { - gl_Position = (rotMatrix) * (scale - (0.4,(rotMatrixX (1.4)) * (vi1))); + gl_Position = (MVP) * (scale (0.4,(rotMatrixX (1.4)) * (vi1))); vo1 = vi2; } """ diff --git a/testdata/example08.out b/testdata/example08.out index 1921b311..9cb32d49 100644 --- a/testdata/example08.out +++ b/testdata/example08.out @@ -47,7 +47,6 @@ Pipeline vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } - float time = Time; vec4 trMat(mat4 z0,vec4 z1) { return (z0) * (z1); } @@ -56,11 +55,11 @@ Pipeline } void main() { gl_Position = trMat - (rotMatrixZ ((time) * (2.0)) + (rotMatrixZ ((Time) * (2.0)) ,(MVP) * (trX - ((1.0) + ((sin (time)) * (0.1)) + ((1.0) + ((sin (Time)) * (0.1)) ,scale - (4.0e-2,trMat (rotMatrixX (((time) * (2.0)) * (2.0)),vi1))))); + (4.0e-2,trMat (rotMatrixX (((Time) * (2.0)) * (2.0)),vi1))))); vo1 = vi1; } """ @@ -111,7 +110,6 @@ Pipeline vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } - float time = Time; vec4 trMat(mat4 z0,vec4 z1) { return (z0) * (z1); } @@ -120,11 +118,11 @@ Pipeline } void main() { gl_Position = trMat - (rotMatrixZ ((time) * (1.0)) + (rotMatrixZ ((Time) * (1.0)) ,(MVP) * (trX - ((0.5) + ((sin (time)) * (0.1)) + ((0.5) + ((sin (Time)) * (0.1)) ,scale - (4.0e-2,trMat (rotMatrixX (((time) * (2.0)) * (1.0)),vi1))))); + (4.0e-2,trMat (rotMatrixX (((Time) * (2.0)) * (1.0)),vi1))))); vo1 = vi1; } """ @@ -175,7 +173,6 @@ Pipeline vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } - float time = Time; vec4 trMat(mat4 z0,vec4 z1) { return (z0) * (z1); } @@ -184,11 +181,11 @@ Pipeline } void main() { gl_Position = trMat - (rotMatrixZ ((time) * (0.0)) + (rotMatrixZ ((Time) * (0.0)) ,(MVP) * (trX - ((0.0) + ((sin (time)) * (0.1)) + ((0.0) + ((sin (Time)) * (0.1)) ,scale - (4.0e-2,trMat (rotMatrixX (((time) * (2.0)) * (0.0)),vi1))))); + (4.0e-2,trMat (rotMatrixX (((Time) * (2.0)) * (0.0)),vi1))))); vo1 = vi1; } """ @@ -239,7 +236,6 @@ Pipeline vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } - float time = Time; vec4 trMat(mat4 z0,vec4 z1) { return (z0) * (z1); } @@ -248,11 +244,11 @@ Pipeline } void main() { gl_Position = trMat - (rotMatrixZ ((time) * (-1.0)) + (rotMatrixZ ((Time) * (-1.0)) ,(MVP) * (trX - ((-0.5) + ((sin (time)) * (0.1)) + ((-0.5) + ((sin (Time)) * (0.1)) ,scale - (4.0e-2,trMat (rotMatrixX (((time) * (2.0)) * (-1.0)),vi1))))); + (4.0e-2,trMat (rotMatrixX (((Time) * (2.0)) * (-1.0)),vi1))))); vo1 = vi1; } """ @@ -303,7 +299,6 @@ Pipeline vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } - float time = Time; vec4 trMat(mat4 z0,vec4 z1) { return (z0) * (z1); } @@ -312,11 +307,11 @@ Pipeline } void main() { gl_Position = trMat - (rotMatrixZ ((time) * (0.75)) + (rotMatrixZ ((Time) * (0.75)) ,(MVP) * (trX - ((0.375) + ((sin (time)) * (0.1)) + ((0.375) + ((sin (Time)) * (0.1)) ,scale - (4.0e-2,trMat (rotMatrixX (((time) * (2.0)) * (0.75)),vi1))))); + (4.0e-2,trMat (rotMatrixX (((Time) * (2.0)) * (0.75)),vi1))))); vo1 = vi1; } """ @@ -367,7 +362,6 @@ Pipeline vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } - float time = Time; vec4 trMat(mat4 z0,vec4 z1) { return (z0) * (z1); } @@ -376,11 +370,11 @@ Pipeline } void main() { gl_Position = trMat - (rotMatrixZ ((time) * (0.3)) + (rotMatrixZ ((Time) * (0.3)) ,(MVP) * (trX - ((0.15) + ((sin (time)) * (0.1)) + ((0.15) + ((sin (Time)) * (0.1)) ,scale - (4.0e-2,trMat (rotMatrixX (((time) * (2.0)) * (0.3)),vi1))))); + (4.0e-2,trMat (rotMatrixX (((Time) * (2.0)) * (0.3)),vi1))))); vo1 = vi1; } """ @@ -431,7 +425,6 @@ Pipeline vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } - float time = Time; vec4 trMat(mat4 z0,vec4 z1) { return (z0) * (z1); } @@ -440,11 +433,11 @@ Pipeline } void main() { gl_Position = trMat - (rotMatrixZ ((time) * (0.5)) + (rotMatrixZ ((Time) * (0.5)) ,(MVP) * (trX - ((0.25) + ((sin (time)) * (0.1)) + ((0.25) + ((sin (Time)) * (0.1)) ,scale - (4.0e-2,trMat (rotMatrixX (((time) * (2.0)) * (0.5)),vi1))))); + (4.0e-2,trMat (rotMatrixX (((Time) * (2.0)) * (0.5)),vi1))))); vo1 = vi1; } """ @@ -495,7 +488,6 @@ Pipeline vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } - float time = Time; vec4 trMat(mat4 z0,vec4 z1) { return (z0) * (z1); } @@ -504,11 +496,11 @@ Pipeline } void main() { gl_Position = trMat - (rotMatrixZ ((time) * (-0.5)) + (rotMatrixZ ((Time) * (-0.5)) ,(MVP) * (trX - ((-0.25) + ((sin (time)) * (0.1)) + ((-0.25) + ((sin (Time)) * (0.1)) ,scale - (4.0e-2,trMat (rotMatrixX (((time) * (2.0)) * (-0.5)),vi1))))); + (4.0e-2,trMat (rotMatrixX (((Time) * (2.0)) * (-0.5)),vi1))))); vo1 = vi1; } """ diff --git a/testdata/fragment04ifthenelse.out b/testdata/fragment04ifthenelse.out index 1d3fd074..d6ea99b4 100644 --- a/testdata/fragment04ifthenelse.out +++ b/testdata/fragment04ifthenelse.out @@ -45,9 +45,8 @@ Pipeline return vec4 (z0,z1,z2,1.0); } vec4 blue = rgb (0.0,0.0,1.0); - float time = Time; void main() { - f0 = (time) < (0.5) ? vo1 : blue; + f0 = (Time) < (0.5) ? vo1 : blue; } """ } diff --git a/testdata/gfx03.out b/testdata/gfx03.out index 1462c801..3ea828c2 100644 --- a/testdata/gfx03.out +++ b/testdata/gfx03.out @@ -28,10 +28,8 @@ Pipeline } uniform mat4 MVP2; in vec3 vi1; - mat4 modelViewProj = MVP2; void main() { - gl_Position = (modelViewProj) * (vec4 - ((vi1).x,(vi1).y,(vi1).z,1.0)); + gl_Position = (MVP2) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)); } """ , geometryShader = Nothing @@ -62,10 +60,8 @@ Pipeline uniform mat4 MVP2; in vec3 vi1; smooth out vec4 vo1; - mat4 modelViewProj = MVP2; void main() { - gl_Position = (modelViewProj) * (vec4 - ((vi1).x,(vi1).y,(vi1).z,1.0)); + gl_Position = (MVP2) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)); vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0); } """ @@ -99,9 +95,8 @@ Pipeline uniform mat4 MVP; in vec4 vi1; flat out vec4 vo1; - mat4 modelViewProj = MVP; void main() { - gl_Position = (modelViewProj) * (vi1); + gl_Position = (MVP) * (vi1); vo1 = vi1; } """ diff --git a/testdata/gfx04.out b/testdata/gfx04.out index e17394f1..b39f1a1c 100644 --- a/testdata/gfx04.out +++ b/testdata/gfx04.out @@ -33,12 +33,11 @@ Pipeline in vec3 vi1; in vec3 vi2; smooth out vec4 vo1; - mat4 modelViewProj = MVP; vec4 v3FToV4F(vec3 z0) { return vec4 ((z0).x,(z0).y,(z0).z,1.0); } void main() { - gl_Position = (modelViewProj) * (v3FToV4F (vi1)); + gl_Position = (MVP) * (v3FToV4F (vi1)); vo1 = v3FToV4F (vi2); } """ diff --git a/testdata/gfx05.out b/testdata/gfx05.out index a06d0612..10c98bd1 100644 --- a/testdata/gfx05.out +++ b/testdata/gfx05.out @@ -81,10 +81,8 @@ Pipeline } uniform mat4 MVP2; in vec3 vi1; - mat4 modelViewProj = MVP2; void main() { - gl_Position = (modelViewProj) * (vec4 - ((vi1).x,(vi1).y,(vi1).z,1.0)); + gl_Position = (MVP2) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)); } """ , geometryShader = Nothing @@ -115,10 +113,8 @@ Pipeline uniform mat4 MVP2; in vec3 vi1; smooth out vec4 vo1; - mat4 modelViewProj = MVP2; void main() { - gl_Position = (modelViewProj) * (vec4 - ((vi1).x,(vi1).y,(vi1).z,1.0)); + gl_Position = (MVP2) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)); vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0); } """ @@ -155,9 +151,8 @@ Pipeline in vec4 vi1; in vec2 vi2; smooth out vec2 vo1; - mat4 modelViewProj = MVP; void main() { - gl_Position = (modelViewProj) * (vi1); + gl_Position = (MVP) * (vi1); vo1 = vi2; } """ diff --git a/testdata/heartbeat01.out b/testdata/heartbeat01.out index 35528cae..51ac0675 100644 --- a/testdata/heartbeat01.out +++ b/testdata/heartbeat01.out @@ -108,8 +108,7 @@ Pipeline } vec4 blue = rgb (0.0,0.0,1.0); vec4 navy = rgb (0.0,0.0,0.5); - float ti = abs ((sin ((time) * (4.0))) - (0.37)); - float time = Time; + float ti = abs ((sin ((Time) * (4.0))) - (0.37)); vec4 white = rgb (1.0,1.0,1.0); vec4 yellow = rgb (1.0,1.0,0.0); void main() { @@ -117,13 +116,13 @@ Pipeline ((((((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) * (ti)) ? navy : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin + ,((vo1).y) - (0.85)))) + ((15.0) * (Time)))))) < ((5.0e-3) * (ti)) ? navy : ((((((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) * (ti)) ? blue : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin + ,((vo1).y) - (0.85)))) - ((5.0) * (Time)))))) < ((2.0e-2) * (ti)) ? blue : ((((((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) * (ti)) ? white : yellow; + ,((vo1).y) - (0.85)))) + ((3.0) * (Time)))))) < ((5.0e-2) * (ti)) ? white : yellow; } """ } diff --git a/testdata/simple02.out b/testdata/simple02.out index 63f86974..faf41dea 100644 --- a/testdata/simple02.out +++ b/testdata/simple02.out @@ -30,9 +30,8 @@ Pipeline uniform mat4 MVP; in vec4 vi1; smooth out vec4 vo1; - mat4 modelViewProj = MVP; void main() { - gl_Position = (modelViewProj) * (vi1); + gl_Position = (MVP) * (vi1); vo1 = vi1; } """ diff --git a/testdata/simple03.out b/testdata/simple03.out index 79bc503a..dc2dcca3 100644 --- a/testdata/simple03.out +++ b/testdata/simple03.out @@ -33,12 +33,11 @@ Pipeline in vec3 vi1; in vec3 vi2; smooth out vec4 vo1; - mat4 modelViewProj = viewProj; vec4 v3FToV4F(vec3 z0) { return vec4 ((z0).x,(z0).y,(z0).z,1.0); } void main() { - gl_Position = (modelViewProj) * (v3FToV4F (vi1)); + gl_Position = (viewProj) * (v3FToV4F (vi1)); vo1 = v3FToV4F (vi2); } """ @@ -75,12 +74,11 @@ Pipeline in vec3 vi1; in vec3 vi2; smooth out vec4 vo1; - mat4 modelViewProj = viewProj; vec4 v3FToV4F(vec3 z0) { return vec4 ((z0).x,(z0).y,(z0).z,1.0); } void main() { - gl_Position = (modelViewProj) * (v3FToV4F (vi1)); + gl_Position = (viewProj) * (v3FToV4F (vi1)); vo1 = v3FToV4F (vi2); } """ -- cgit v1.2.3