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tests: update output after #26 merge

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1 parent f7e51db commit eabf34bf6f3113ef441593e7992734114c2774a4 @aras-p committed Apr 11, 2013
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4 tests/combined/index-matrix-assignment-vertex-out.txt
@@ -91,8 +91,8 @@ void main() {
xlt_xlat_var_input.vertex_id = int(gl_VertexID);
xlt_xlat_var_input.instance_id = int(gl_InstanceIDARB);
xl_retval = vs_main( xlt_xlat_var_input);
- gl_Position = vec4( xl_retval.position);
- xlv_TEXCOORD0 = vec2( xl_retval.uv);
+ gl_Position = vec4(xl_retval.position);
+ xlv_TEXCOORD0 = vec2(xl_retval.uv);
}
// uniforms:
View
6 tests/vertex/MF-GodRays-out.txt
@@ -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:
View
2 tests/vertex/const-main-arg-out.txt
@@ -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);
}
View
8 tests/vertex/funccalls-out.txt
@@ -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:
View
4 tests/vertex/funccalls2-out.txt
@@ -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:
View
4 tests/vertex/funccalls3-out.txt
@@ -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:
View
8 tests/vertex/in-struct-ret-struct-out.txt
@@ -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:
View
8 tests/vertex/in-vals-ret-struct-out.txt
@@ -26,10 +26,10 @@ varying 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:
View
4 tests/vertex/loops-for-out.txt
@@ -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:
View
4 tests/vertex/loops-formultiple-out.txt
@@ -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:
View
4 tests/vertex/loops-forvarious-out.txt
@@ -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:
View
8 tests/vertex/nestedscope-out.txt
@@ -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:
View
28 tests/vertex/return-struct-of-struct-outES.txt
@@ -0,0 +1,28 @@
+
+#line 0
+struct v2f_sub {
+ highp vec4 color;
+};
+#line 4
+struct v2f {
+ highp vec4 pos;
+ v2f_sub ss;
+};
+#line 8
+v2f xlat_main( in highp vec4 pos );
+#line 8
+v2f xlat_main( in highp vec4 pos ) {
+ v2f o;
+ o.pos = pos;
+ #line 12
+ o.ss.color = pos;
+ return o;
+}
+varying highp vec4 xlv_TEXCOORD;
+varying highp vec4 xlv_COLOR;
+void main() {
+ v2f xl_retval;
+ xl_retval = xlat_main( vec4(gl_Vertex));
+ xlv_TEXCOORD = vec4(xl_retval.pos);
+ xlv_COLOR = vec4(xl_retval.ss.color);
+}
View
8 tests/vertex/types-out.txt
@@ -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:
View
12 tests/vertex/z-WaterDisplRefr-out.txt
@@ -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:
View
6 tests/vertex/z-collectshadows-out.txt
@@ -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:
View
18 tests/vertex/z-mia-lightmap-out.txt
@@ -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:
View
20 tests/vertex/z-mia-rt-out.txt
@@ -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:
View
6 tests/vertex/z-particle-out.txt
@@ -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:
View
6 tests/vertex/z-prepasslight-out.txt
@@ -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:
View
12 tests/vertex/z-treeleaf-out.txt
@@ -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:

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