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tests: update output after #26 merge
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aras-p committed Apr 13, 2013
1 parent eabf34b commit 8578c5f
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Showing 19 changed files with 74 additions and 74 deletions.
6 changes: 3 additions & 3 deletions tests/vertex/MF-GodRays-outES.txt
Expand Up @@ -158,9 +158,9 @@ void main() {
xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
xlt_v.color = vec4(gl_Color);
xl_retval = xlat_main( xlt_v);
xlv_SV_POSITION = vec4( xl_retval.pos);
xlv_TEXCOORD0 = vec2( xl_retval.uv);
xlv_TEXCOORD1 = vec4( xl_retval.color);
xlv_SV_POSITION = vec4(xl_retval.pos);
xlv_TEXCOORD0 = vec2(xl_retval.uv);
xlv_TEXCOORD1 = vec4(xl_retval.color);
}

// uniforms:
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2 changes: 1 addition & 1 deletion tests/vertex/const-main-arg-outES.txt
Expand Up @@ -21,5 +21,5 @@ void main() {
VertexInput xlt_xlat_var_input;
xlt_xlat_var_input.pos = vec4(gl_Vertex);
xl_retval = xlat_main( xlt_xlat_var_input);
gl_Position = vec4( xl_retval.pos);
gl_Position = vec4(xl_retval.pos);
}
8 changes: 4 additions & 4 deletions tests/vertex/funccalls-outES.txt
Expand Up @@ -52,10 +52,10 @@ void main() {
xlt_v.normal = vec3(gl_Normal);
xlt_v.color = vec4(gl_Color);
xl_retval = xlat_main( xlt_v);
gl_Position = vec4( xl_retval.pos);
xlv_FOG = float( xl_retval.fog);
xlv_TEXCOORD0 = vec2( xl_retval.uv);
xlv_COLOR = vec4( xl_retval.color);
gl_Position = vec4(xl_retval.pos);
xlv_FOG = float(xl_retval.fog);
xlv_TEXCOORD0 = vec2(xl_retval.uv);
xlv_COLOR = vec4(xl_retval.color);
}

// uniforms:
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4 changes: 2 additions & 2 deletions tests/vertex/funccalls2-outES.txt
Expand Up @@ -51,8 +51,8 @@ void main() {
a2v xlt_v;
xlt_v.pos = vec4(gl_Vertex);
xl_retval = xlat_main( xlt_v);
gl_Position = vec4( xl_retval.pos);
xlv_COLOR = vec4( xl_retval.color);
gl_Position = vec4(xl_retval.pos);
xlv_COLOR = vec4(xl_retval.color);
}

// uniforms:
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4 changes: 2 additions & 2 deletions tests/vertex/funccalls3-outES.txt
Expand Up @@ -36,8 +36,8 @@ void main() {
a2v xlt_v;
xlt_v.pos = vec4(gl_Vertex);
xl_retval = xlat_main( xlt_v);
gl_Position = vec4( xl_retval.pos);
xlv_COLOR = vec4( xl_retval.color);
gl_Position = vec4(xl_retval.pos);
xlv_COLOR = vec4(xl_retval.color);
}

// uniforms:
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8 changes: 4 additions & 4 deletions tests/vertex/in-struct-ret-struct-outES.txt
Expand Up @@ -38,10 +38,10 @@ void main() {
xlt_v.normal = vec3(gl_Normal);
xlt_v.color = vec4(gl_Color);
xl_retval = xlat_main( xlt_v);
gl_Position = vec4( xl_retval.pos);
xlv_FOG = float( xl_retval.fog);
xlv_TEXCOORD0 = vec2( xl_retval.uv);
xlv_COLOR = vec4( xl_retval.color);
gl_Position = vec4(xl_retval.pos);
xlv_FOG = float(xl_retval.fog);
xlv_TEXCOORD0 = vec2(xl_retval.uv);
xlv_COLOR = vec4(xl_retval.color);
}

// uniforms:
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8 changes: 4 additions & 4 deletions tests/vertex/in-vals-ret-struct-outES.txt
Expand Up @@ -26,10 +26,10 @@ varying highp vec4 xlv_COLOR;
void main() {
v2f xl_retval;
xl_retval = xlat_main( vec4(gl_Vertex), vec2(gl_MultiTexCoord0), vec3(gl_Normal), vec4(gl_Color));
gl_Position = vec4( xl_retval.pos);
xlv_FOG = float( xl_retval.fog);
xlv_TEXCOORD0 = vec2( xl_retval.uv);
xlv_COLOR = vec4( xl_retval.color);
gl_Position = vec4(xl_retval.pos);
xlv_FOG = float(xl_retval.fog);
xlv_TEXCOORD0 = vec2(xl_retval.uv);
xlv_COLOR = vec4(xl_retval.color);
}

// uniforms:
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4 changes: 2 additions & 2 deletions tests/vertex/loops-for-outES.txt
Expand Up @@ -55,8 +55,8 @@ void main() {
xlt_v.vertex = vec4(gl_Vertex);
xlt_v.normal = vec3(gl_Normal);
xl_retval = xlat_main( xlt_v);
gl_Position = vec4( xl_retval.pos);
xlv_TEXCOORD0 = vec4( xl_retval.color);
gl_Position = vec4(xl_retval.pos);
xlv_TEXCOORD0 = vec4(xl_retval.color);
}

// uniforms:
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4 changes: 2 additions & 2 deletions tests/vertex/loops-formultiple-outES.txt
Expand Up @@ -38,8 +38,8 @@ void main() {
xlt_v.vertex = vec4(gl_Vertex);
xlt_v.normal = vec3(gl_Normal);
xl_retval = xlat_main( xlt_v);
gl_Position = vec4( xl_retval.pos);
xlv_TEXCOORD0 = vec4( xl_retval.color);
gl_Position = vec4(xl_retval.pos);
xlv_TEXCOORD0 = vec4(xl_retval.color);
}

// uniforms:
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4 changes: 2 additions & 2 deletions tests/vertex/loops-forvarious-outES.txt
Expand Up @@ -78,8 +78,8 @@ void main() {
xlt_v.vertex = vec4(gl_Vertex);
xlt_v.normal = vec3(gl_Normal);
xl_retval = xlat_main( xlt_v);
gl_Position = vec4( xl_retval.pos);
xlv_TEXCOORD0 = vec4( xl_retval.color);
gl_Position = vec4(xl_retval.pos);
xlv_TEXCOORD0 = vec4(xl_retval.color);
}

// uniforms:
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8 changes: 4 additions & 4 deletions tests/vertex/nestedscope-outES.txt
Expand Up @@ -41,10 +41,10 @@ void main() {
xlt_v.normal = vec3(gl_Normal);
xlt_v.color = vec4(gl_Color);
xl_retval = xlat_main( xlt_v);
gl_Position = vec4( xl_retval.pos);
xlv_FOG = float( xl_retval.fog);
xlv_TEXCOORD0 = vec2( xl_retval.uv);
xlv_COLOR = vec4( xl_retval.color);
gl_Position = vec4(xl_retval.pos);
xlv_FOG = float(xl_retval.fog);
xlv_TEXCOORD0 = vec2(xl_retval.uv);
xlv_COLOR = vec4(xl_retval.color);
}

// uniforms:
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8 changes: 4 additions & 4 deletions tests/vertex/types-outES.txt
Expand Up @@ -61,10 +61,10 @@ void main() {
xlt_v.normal = vec3(gl_Normal);
xlt_v.color = vec4(gl_Color);
xl_retval = xlat_main( xlt_v);
gl_Position = vec4( xl_retval.pos);
xlv_FOG = float( xl_retval.fog);
xlv_TEXCOORD0 = vec2( xl_retval.uv);
xlv_COLOR = vec4( xl_retval.color);
gl_Position = vec4(xl_retval.pos);
xlv_FOG = float(xl_retval.fog);
xlv_TEXCOORD0 = vec2(xl_retval.uv);
xlv_COLOR = vec4(xl_retval.color);
}

// uniforms:
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12 changes: 6 additions & 6 deletions tests/vertex/z-WaterDisplRefr-outES.txt
Expand Up @@ -172,12 +172,12 @@ void main() {
xlt_v.normal = vec3(gl_Normal);
xlt_v.texcoord = vec4(gl_MultiTexCoord0);
xl_retval = xlat_main( xlt_v);
gl_Position = vec4( xl_retval.pos);
xlv_TEXCOORD0 = vec4( xl_retval.normalInterpolator);
xlv_TEXCOORD1 = vec4( xl_retval.viewInterpolator);
xlv_TEXCOORD2 = vec4( xl_retval.bumpCoords);
xlv_TEXCOORD3 = vec4( xl_retval.screenPos);
xlv_TEXCOORD4 = vec4( xl_retval.grabPassPos);
gl_Position = vec4(xl_retval.pos);
xlv_TEXCOORD0 = vec4(xl_retval.normalInterpolator);
xlv_TEXCOORD1 = vec4(xl_retval.viewInterpolator);
xlv_TEXCOORD2 = vec4(xl_retval.bumpCoords);
xlv_TEXCOORD3 = vec4(xl_retval.screenPos);
xlv_TEXCOORD4 = vec4(xl_retval.grabPassPos);
}

// uniforms:
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6 changes: 3 additions & 3 deletions tests/vertex/z-collectshadows-outES.txt
Expand Up @@ -33,9 +33,9 @@ void main() {
xlt_v.texcoord = vec2(gl_MultiTexCoord0);
xlt_v.texcoord1 = vec3(gl_MultiTexCoord1);
xl_retval = xlat_main( xlt_v);
gl_Position = vec4( xl_retval.pos);
xlv_TEXCOORD0 = vec2( xl_retval.uv);
xlv_TEXCOORD1 = vec3( xl_retval.ray);
gl_Position = vec4(xl_retval.pos);
xlv_TEXCOORD0 = vec2(xl_retval.uv);
xlv_TEXCOORD1 = vec3(xl_retval.ray);
}

// uniforms:
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18 changes: 9 additions & 9 deletions tests/vertex/z-mia-lightmap-outES.txt
Expand Up @@ -226,15 +226,15 @@ void main() {
xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
xlt_v.color = vec4(gl_Color);
xl_retval = xlat_main( xlt_v);
gl_Position = vec4( xl_retval.pos);
xlv_TEXCOORD0 = vec4( xl_retval.pack0);
xlv_TEXCOORD1 = vec3( xl_retval.worldPos);
xlv_TEXCOORD2 = vec3( xl_retval.viewDir);
xlv_TEXCOORD3 = vec4( xl_retval.TtoW0);
xlv_TEXCOORD4 = vec4( xl_retval.TtoW1);
xlv_TEXCOORD5 = vec4( xl_retval.TtoW2);
xlv_TEXCOORD6 = vec4( xl_retval.lmap);
xlv_TEXCOORD7 = vec3( xl_retval.lightDir);
gl_Position = vec4(xl_retval.pos);
xlv_TEXCOORD0 = vec4(xl_retval.pack0);
xlv_TEXCOORD1 = vec3(xl_retval.worldPos);
xlv_TEXCOORD2 = vec3(xl_retval.viewDir);
xlv_TEXCOORD3 = vec4(xl_retval.TtoW0);
xlv_TEXCOORD4 = vec4(xl_retval.TtoW1);
xlv_TEXCOORD5 = vec4(xl_retval.TtoW2);
xlv_TEXCOORD6 = vec4(xl_retval.lmap);
xlv_TEXCOORD7 = vec3(xl_retval.lightDir);
}

// uniforms:
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20 changes: 10 additions & 10 deletions tests/vertex/z-mia-rt-outES.txt
Expand Up @@ -224,16 +224,16 @@ void main() {
xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
xlt_v.color = vec4(gl_Color);
xl_retval = xlat_main( xlt_v);
gl_Position = vec4( xl_retval.pos);
xlv_TEXCOORD0 = vec4( xl_retval.pack0);
xlv_TEXCOORD1 = vec3( xl_retval.worldPos);
xlv_TEXCOORD2 = vec3( xl_retval.viewDir);
xlv_TEXCOORD3 = vec4( xl_retval.TtoW0);
xlv_TEXCOORD4 = vec4( xl_retval.TtoW1);
xlv_TEXCOORD5 = vec4( xl_retval.TtoW2);
xlv_TEXCOORD6 = vec3( xl_retval.lightDir);
xlv_TEXCOORD7 = vec3( xl_retval.vlight);
xlv_TEXCOORD8 = vec2( xl_retval._LightCoord);
gl_Position = vec4(xl_retval.pos);
xlv_TEXCOORD0 = vec4(xl_retval.pack0);
xlv_TEXCOORD1 = vec3(xl_retval.worldPos);
xlv_TEXCOORD2 = vec3(xl_retval.viewDir);
xlv_TEXCOORD3 = vec4(xl_retval.TtoW0);
xlv_TEXCOORD4 = vec4(xl_retval.TtoW1);
xlv_TEXCOORD5 = vec4(xl_retval.TtoW2);
xlv_TEXCOORD6 = vec3(xl_retval.lightDir);
xlv_TEXCOORD7 = vec3(xl_retval.vlight);
xlv_TEXCOORD8 = vec2(xl_retval._LightCoord);
}

// uniforms:
Expand Down
6 changes: 3 additions & 3 deletions tests/vertex/z-particle-outES.txt
Expand Up @@ -34,9 +34,9 @@ void main() {
xlt_v.color = vec4(gl_Color);
xlt_v.texcoord = vec2(gl_MultiTexCoord0);
xl_retval = xlat_main( xlt_v);
gl_Position = vec4( xl_retval.vertex);
xlv_COLOR = vec4( xl_retval.color);
xlv_TEXCOORD0 = vec2( xl_retval.texcoord);
gl_Position = vec4(xl_retval.vertex);
xlv_COLOR = vec4(xl_retval.color);
xlv_TEXCOORD0 = vec2(xl_retval.texcoord);
}

// uniforms:
Expand Down
6 changes: 3 additions & 3 deletions tests/vertex/z-prepasslight-outES.txt
Expand Up @@ -43,9 +43,9 @@ void main() {
xlt_v.vertex = vec4(gl_Vertex);
xlt_v.normal = vec3(gl_Normal);
xl_retval = xlat_main( xlt_v);
gl_Position = vec4( xl_retval.pos);
xlv_TEXCOORD0 = vec4( xl_retval.uv);
xlv_TEXCOORD1 = vec3( xl_retval.ray);
gl_Position = vec4(xl_retval.pos);
xlv_TEXCOORD0 = vec4(xl_retval.uv);
xlv_TEXCOORD1 = vec3(xl_retval.ray);
}

// uniforms:
Expand Down
12 changes: 6 additions & 6 deletions tests/vertex/z-treeleaf-outES.txt
Expand Up @@ -171,12 +171,12 @@ void main() {
xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
xlt_v.color = vec4(gl_Color);
xl_retval = xlat_main( xlt_v);
gl_Position = vec4( xl_retval.pos);
xlv_TEXCOORD0 = vec2( xl_retval.hip_pack0);
xlv_COLOR0 = vec4( xl_retval.lop_color);
xlv_TEXCOORD1 = vec3( xl_retval.lightDir);
xlv_TEXCOORD2 = vec3( xl_retval.viewDir);
xlv_TEXCOORD3 = vec2( xl_retval._LightCoord);
gl_Position = vec4(xl_retval.pos);
xlv_TEXCOORD0 = vec2(xl_retval.hip_pack0);
xlv_COLOR0 = vec4(xl_retval.lop_color);
xlv_TEXCOORD1 = vec3(xl_retval.lightDir);
xlv_TEXCOORD2 = vec3(xl_retval.viewDir);
xlv_TEXCOORD3 = vec2(xl_retval._LightCoord);
}

// uniforms:
Expand Down

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