Pipeline { info = "" , backend = OpenGL33 , textures = [] , samplers = [] , targets = [ RenderTarget { renderTargets = [ TargetItem { targetSemantic = Depth , targetRef = Just (Framebuffer Depth) } , TargetItem { targetSemantic = Color , targetRef = Just (Framebuffer Color) } ] } ] , programs = [ Program { programUniforms = fromList [ ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec4 vi2; smooth out vec4 vo1; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi2; } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } smooth in vec4 vo1; out vec4 f0; void main() { f0 = vec4 ((1.0) - ((vo1).x),(1.0) - ((vo1).y),(1.0) - ((vo1).z),1.0); } """ } , Program { programUniforms = fromList [ ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec4 vi2; smooth out vec4 vo1; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vec4 ((vi2).x,(vi2).y,(vi2).z,0.5); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } smooth in vec4 vo1; out vec4 f0; void main() { f0 = vo1; } """ } , Program { programUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi4; vo2 = vec4 (1.0,1.0,1.0,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D LightMap; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (LightMap,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_3562558025" , FTexture2D ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_3562558025" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (1.0,1.0,1.0,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_3562558025; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_3562558025,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_47037129" , FTexture2D ) , ( "time" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_47037129" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float time; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = (((vi3) + ((vec2 (0.0,1.0)) * (time))) + ((sin (vec2 ((6.283185307179586) * (((((vi1).x) + ((vi1).z)) * (9.765625e-4)) + ((0.0) + ((time) * (1.6)))) ,(6.283185307179586) * ((((vi1).y) * (9.765625e-4)) + ((0.0) + ((time) * (1.6))))))) * (0.25))) * (vec2 (4.0,4.0)); vo2 = vec4 (1.0,1.0,1.0,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_47037129; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_47037129,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_1910997598" , FTexture2D ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_1910997598" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (1.0,1.0,1.0,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_1910997598; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_1910997598,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_4077187607" , FTexture2D ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_4077187607" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (1.0,1.0,1.0,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_4077187607; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_4077187607,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_3416962274" , FTexture2D ) , ( "time" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_3416962274" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float time; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = (((vi3) + ((vec2 (0.0,1.0)) * (time))) + ((sin (vec2 ((6.283185307179586) * (((((vi1).x) + ((vi1).z)) * (9.765625e-4)) + ((0.0) + ((time) * (5.6)))) ,(6.283185307179586) * ((((vi1).y) * (9.765625e-4)) + ((0.0) + ((time) * (5.6))))))) * (0.25))) * (vec2 (1.5,1.5)); vo2 = vec4 (1.0,1.0,1.0,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_3416962274; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_3416962274,vo1)); } """ } , Program { programUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi4; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D LightMap; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (LightMap,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_4288602201" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_4288602201" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_4288602201; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_4288602201,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_3202786139" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_3202786139" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_3202786139; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_3202786139,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_4255130505" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_4255130505" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_4255130505; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_4255130505,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_564811775" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_564811775" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_564811775; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_564811775,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_2073154888" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_2073154888" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_2073154888; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_2073154888,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_2099456856" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_2099456856" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_2099456856; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_2099456856,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_1581337759" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_1581337759" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_1581337759; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_1581337759,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_1062467595" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_1062467595" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_1062467595; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_1062467595,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_2024854890" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_2024854890" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_2024854890; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_2024854890,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_1284708166" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_1284708166" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_1284708166; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_1284708166,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_2432583247" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_2432583247" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_2432583247; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_2432583247,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_1002517541" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_1002517541" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_1002517541; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_1002517541,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_2639119078" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_2639119078" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_2639119078; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_2639119078,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_3479185666" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_3479185666" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_3479185666; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_3479185666,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_3448884269" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_3448884269" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_3448884269; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_3448884269,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_1201212243" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_1201212243" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_1201212243; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_1201212243,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_3389727963" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_3389727963" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_3389727963; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_3389727963,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_3836020895" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_3836020895" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_3836020895; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_3836020895,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_209322640" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_209322640" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_209322640; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_209322640,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_2893650486" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_2893650486" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_2893650486; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_2893650486,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_3814342582" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_3814342582" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_3814342582; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_3814342582,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_4189195777" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_4189195777" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_4189195777; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_4189195777,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_2239853403" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_2239853403" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_2239853403; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_2239853403,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_2367525081" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_2367525081" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_2367525081; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_2367525081,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_2523116863" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_2523116863" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_2523116863; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_2523116863,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_2512757607" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_2512757607" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_2512757607; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_2512757607,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_4289279309" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_4289279309" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_4289279309; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_4289279309,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_2525124732" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_2525124732" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_2525124732; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_2525124732,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_3071107621" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_3071107621" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_3071107621; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_3071107621,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_3921745736" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_3921745736" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_3921745736; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_3921745736,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_3647563961" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_3647563961" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_3647563961; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_3647563961,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_3593923076" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_3593923076" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_3593923076; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_3593923076,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_1435187472" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_1435187472" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_1435187472; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_1435187472,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_1318715778" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_1318715778" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_1318715778; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_1318715778,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_442868841" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_442868841" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_442868841; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_442868841,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_2289735512" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_2289735512" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_2289735512; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_2289735512,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_3939430064" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_3939430064" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_3939430064; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_3939430064,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_3012001075" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_3012001075" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_3012001075; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_3012001075,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_3768122504" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_3768122504" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_3768122504; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_3768122504,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_2634868983" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_2634868983" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_2634868983; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_2634868983,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_3269743316" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_3269743316" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_3269743316; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_3269743316,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_3617993418" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_3617993418" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_3617993418; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_3617993418,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_1243894392" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_1243894392" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_1243894392; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_1243894392,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_2966885788" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_2966885788" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_2966885788; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_2966885788,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_1250438154" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_1250438154" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_1250438154; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_1250438154,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_2490648334" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_2490648334" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_2490648334; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_2490648334,vo1)); } """ } , Program { programUniforms = fromList [ ( "Tex_3694494180" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) , ( "vi2" , Parameter { name = "normal" , ty = V3F } ) , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } ) , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } ) , ( "vi5" , Parameter { name = "color" , ty = V4F } ) ] , programInTextures = fromList [ ( "Tex_3694494180" , FTexture2D ) ] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float identityLight; uniform mat4 viewProj; uniform mat4 worldMat; in vec3 vi1; in vec3 vi2; in vec2 vi3; in vec2 vi4; in vec4 vi5; smooth out vec2 vo1; smooth out vec4 vo2; vec4 snoc(vec3 z0,float z1) { return vec4 ((z0).x,(z0).y,(z0).z,z1); } void main() { gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); vo1 = vi3; vo2 = vec4 (identityLight,identityLight,identityLight,1.0); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D Tex_3694494180; smooth in vec2 vo1; smooth in vec4 vo2; out vec4 f0; void main() { f0 = (vo2) * (texture2D (Tex_3694494180,vo1)); } """ } ] , slots = [ Slot { slotName = "missing shader" , slotStreams = fromList [ ( "color" , V4F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 0 , 1 ] } , Slot { slotName = "textures/gothic_block/demon_block15fx" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_3562558025" , FTexture2D ) , ( "Tex_47037129" , FTexture2D ) , ( "time" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 2 , 3 , 4 ] } , Slot { slotName = "textures/gothic_trim/pitted_rust2_trans" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_1910997598" , FTexture2D ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 5 , 2 ] } , Slot { slotName = "textures/gothic_door/skullarch_b" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_3416962274" , FTexture2D ) , ( "Tex_4077187607" , FTexture2D ) , ( "time" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 2 , 6 , 7 ] } , Slot { slotName = "textures/gothic_block/blocks11b" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_4288602201" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 9 ] } , Slot { slotName = "textures/gothic_trim/baseboard09_l2" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_3202786139" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 10 ] } , Slot { slotName = "textures/gothic_door/skull_door_e" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_4255130505" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 11 ] } , Slot { slotName = "textures/gothic_wall/supportborder_blue_b" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_564811775" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 12 ] } , Slot { slotName = "textures/gothic_door/km_arena1archfinalc_mid" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_2073154888" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 13 ] } , Slot { slotName = "textures/gothic_trim/pitted_rust2" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_2099456856" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 14 ] } , Slot { slotName = "textures/gothic_floor/metalbridge06" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_1581337759" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 15 ] } , Slot { slotName = "textures/gothic_trim/metaldemonkillblock" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_1062467595" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 16 ] } , Slot { slotName = "textures/gothic_door/skullarch_c" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_2024854890" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 17 ] } , Slot { slotName = "textures/gothic_door/skull_door_a" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_1284708166" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 18 ] } , Slot { slotName = "textures/gothic_wall/iron01_e" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_2432583247" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 19 ] } , Slot { slotName = "textures/gothic_trim/baseboard04" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_1002517541" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 20 ] } , Slot { slotName = "textures/gothic_block/blocks18b" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_2639119078" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 21 ] } , Slot { slotName = "textures/gothic_trim/km_arena1tower4" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_3479185666" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 22 ] } , Slot { slotName = "textures/gothic_door/skullarch_a" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_3448884269" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 23 ] } , Slot { slotName = "textures/gothic_door/km_arena1archfinald_bot" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_1201212243" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 24 ] } , Slot { slotName = "textures/gothic_trim/pitted_rust3" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_3389727963" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 25 ] } , Slot { slotName = "textures/gothic_floor/xstairtop4" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_3836020895" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 26 ] } , Slot { slotName = "textures/gothic_block/killblock_i" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_209322640" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 27 ] } , Slot { slotName = "textures/gothic_trim/metalsupsolid" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_2893650486" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 28 ] } , Slot { slotName = "textures/gothic_floor/blocks17floor2" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_3814342582" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 29 ] } , Slot { slotName = "textures/gothic_door/skull_door_c" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_4189195777" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 30 ] } , Slot { slotName = "textures/gothic_wall/skull4" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_2239853403" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 31 ] } , Slot { slotName = "textures/gothic_trim/baseboard09_e" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_2367525081" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 32 ] } , Slot { slotName = "textures/gothic_block/blocks15" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_2523116863" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 33 ] } , Slot { slotName = "textures/gothic_trim/baseboard09_o3" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_2512757607" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 34 ] } , Slot { slotName = "textures/gothic_door/skull_door_f" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_4289279309" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 35 ] } , Slot { slotName = "textures/gothic_wall/supportborder_blue_c" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_2525124732" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 36 ] } , Slot { slotName = "textures/gothic_door/km_arena1archfinalc_top" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_3071107621" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 37 ] } , Slot { slotName = "textures/gothic_floor/metalbridge06broke" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_3921745736" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 38 ] } , Slot { slotName = "textures/gothic_block/killblock" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_3647563961" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 39 ] } , Slot { slotName = "textures/gothic_trim/metalsupport4b" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_3593923076" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 40 ] } , Slot { slotName = "textures/gothic_door/xian_tourneyarch_inside2" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_1435187472" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 41 ] } , Slot { slotName = "textures/gothic_door/skull_door_b" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_1318715778" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 42 ] } , Slot { slotName = "textures/gothic_wall/iron01_ntech3" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_442868841" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 43 ] } , Slot { slotName = "textures/gothic_trim/baseboard09_c3" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_2289735512" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 44 ] } , Slot { slotName = "textures/gothic_block/blocks18c_3" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_3939430064" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 45 ] } , Slot { slotName = "textures/gothic_trim/km_arena1tower4_a" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_3012001075" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 46 ] } , Slot { slotName = "textures/gothic_door/km_arena1archfinald_mid" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_3768122504" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 47 ] } , Slot { slotName = "textures/gothic_trim/skullsvertgray02b" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_2634868983" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 48 ] } , Slot { slotName = "textures/gothic_floor/xstepborder3" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_3269743316" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 49 ] } , Slot { slotName = "textures/gothic_block/killblock_i4" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_3617993418" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 50 ] } , Slot { slotName = "textures/gothic_trim/pitted_rust" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_1243894392" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 51 ] } , Slot { slotName = "textures/gothic_floor/largerblock3b" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_2966885788" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 52 ] } , Slot { slotName = "textures/gothic_door/skull_door_d" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_1250438154" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 53 ] } , Slot { slotName = "textures/gothic_wall/slateroofc" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_2490648334" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 54 ] } , Slot { slotName = "textures/gothic_trim/baseboard09_e2" , slotStreams = fromList [ ( "color" , V4F ) , ( "diffuseUV" , V2F ) , ( "lightmapUV" , V2F ) , ( "normal" , V3F ) , ( "position" , V3F ) ] , slotUniforms = fromList [ ( "LightMap" , FTexture2D ) , ( "Tex_3694494180" , FTexture2D ) , ( "identityLight" , Float ) , ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 8 , 55 ] } ] , streams = [] , commands = [ SetRenderTarget 0 , ClearRenderTarget [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 } , ClearImage { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.0 0.0 0.0) } ] , SetProgram 55 , SetSamplerUniform "Tex_3694494180" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 50 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 50 , SetProgram 54 , SetSamplerUniform "Tex_2490648334" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 49 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 49 , SetProgram 53 , SetSamplerUniform "Tex_1250438154" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 48 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 48 , SetProgram 52 , SetSamplerUniform "Tex_2966885788" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 47 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 47 , SetProgram 51 , SetSamplerUniform "Tex_1243894392" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 46 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 46 , SetProgram 50 , SetSamplerUniform "Tex_3617993418" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 45 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 45 , SetProgram 49 , SetSamplerUniform "Tex_3269743316" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 44 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 44 , SetProgram 48 , SetSamplerUniform "Tex_2634868983" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 43 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 43 , SetProgram 47 , SetSamplerUniform "Tex_3768122504" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 42 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 42 , SetProgram 46 , SetSamplerUniform "Tex_3012001075" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 41 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 41 , SetProgram 45 , SetSamplerUniform "Tex_3939430064" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 40 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 40 , SetProgram 44 , SetSamplerUniform "Tex_2289735512" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 39 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 39 , SetProgram 43 , SetSamplerUniform "Tex_442868841" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 38 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 38 , SetProgram 42 , SetSamplerUniform "Tex_1318715778" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 37 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 37 , SetProgram 41 , SetSamplerUniform "Tex_1435187472" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 36 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 36 , SetProgram 40 , SetSamplerUniform "Tex_3593923076" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 35 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 35 , SetProgram 39 , SetSamplerUniform "Tex_3647563961" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 34 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 34 , SetProgram 38 , SetSamplerUniform "Tex_3921745736" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 33 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 33 , SetProgram 37 , SetSamplerUniform "Tex_3071107621" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 32 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 32 , SetProgram 36 , SetSamplerUniform "Tex_2525124732" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 31 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 31 , SetProgram 35 , SetSamplerUniform "Tex_4289279309" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 30 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 30 , SetProgram 34 , SetSamplerUniform "Tex_2512757607" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 29 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 29 , SetProgram 33 , SetSamplerUniform "Tex_2523116863" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 28 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 28 , SetProgram 32 , SetSamplerUniform "Tex_2367525081" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 27 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 27 , SetProgram 31 , SetSamplerUniform "Tex_2239853403" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 26 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 26 , SetProgram 30 , SetSamplerUniform "Tex_4189195777" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 25 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 25 , SetProgram 29 , SetSamplerUniform "Tex_3814342582" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 24 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 24 , SetProgram 28 , SetSamplerUniform "Tex_2893650486" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 23 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 23 , SetProgram 27 , SetSamplerUniform "Tex_209322640" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 22 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 22 , SetProgram 26 , SetSamplerUniform "Tex_3836020895" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 21 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 21 , SetProgram 25 , SetSamplerUniform "Tex_3389727963" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 20 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 20 , SetProgram 24 , SetSamplerUniform "Tex_1201212243" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 19 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 19 , SetProgram 23 , SetSamplerUniform "Tex_3448884269" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 18 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 18 , SetProgram 22 , SetSamplerUniform "Tex_3479185666" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 17 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 17 , SetProgram 21 , SetSamplerUniform "Tex_2639119078" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 16 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 16 , SetProgram 20 , SetSamplerUniform "Tex_1002517541" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 15 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 15 , SetProgram 19 , SetSamplerUniform "Tex_2432583247" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 14 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 14 , SetProgram 18 , SetSamplerUniform "Tex_1284708166" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 13 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 13 , SetProgram 17 , SetSamplerUniform "Tex_2024854890" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 12 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 12 , SetProgram 16 , SetSamplerUniform "Tex_1062467595" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 11 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 11 , SetProgram 15 , SetSamplerUniform "Tex_1581337759" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 10 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 10 , SetProgram 14 , SetSamplerUniform "Tex_2099456856" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 9 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 9 , SetProgram 13 , SetSamplerUniform "Tex_2073154888" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 8 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 8 , SetProgram 12 , SetSamplerUniform "Tex_564811775" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 7 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 7 , SetProgram 11 , SetSamplerUniform "Tex_4255130505" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 6 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 6 , SetProgram 10 , SetSamplerUniform "Tex_3202786139" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 5 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 5 , SetProgram 9 , SetSamplerUniform "Tex_4288602201" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 4 , SetProgram 8 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 4 , SetProgram 7 , SetSamplerUniform "Tex_3416962274" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 3 , SetProgram 6 , SetSamplerUniform "Tex_4077187607" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal False , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = SrcAlpha , colorFDst = OneMinusSrcAlpha , alphaFSrc = SrcAlpha , alphaFDst = OneMinusSrcAlpha , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 3 , SetProgram 2 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal False , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 3 , SetProgram 2 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 2 , SetProgram 5 , SetSamplerUniform "Tex_1910997598" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal False , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = Zero , alphaFSrc = DstColor , alphaFDst = Zero , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 2 , SetProgram 4 , SetSamplerUniform "Tex_47037129" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 1 , SetProgram 3 , SetSamplerUniform "Tex_3562558025" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal False , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = SrcAlpha , colorFDst = OneMinusSrcAlpha , alphaFSrc = SrcAlpha , alphaFDst = OneMinusSrcAlpha , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 1 , SetProgram 2 , SetSamplerUniform "LightMap" 0 , SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal False , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = DstColor , colorFDst = OneMinusDstAlpha , alphaFSrc = DstColor , alphaFDst = OneMinusDstAlpha , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 1 , SetProgram 1 , SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Less False , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = Min , colorFSrc = One , colorFDst = One , alphaFSrc = One , alphaFDst = One , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 0 , SetProgram 0 , SetRasterContext (TriangleCtx CullNone (PolygonLine 1.0) NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Lequal True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 0 ] }