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Doom 3 BFG Edition - 1 Frame

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Oct 22nd, 2012
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  1. ===============================================================================
  2. GLIntercept version 1.02 Log generated on: Mon Oct 22 18:52:49 2012
  3.  
  4. ===============================================================================
  5.  
  6. glIsSync(85E130AE)=true
  7. glDeleteSync(85E130AE)
  8. glScissor(0,0,1,1)
  9. glEnable(GL_SCISSOR_TEST)
  10. glClear(GL_COLOR_BUFFER_BIT)
  11. glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE,0x0000)=85E130AE
  12. glIsSync(85E130AE)=true
  13. glClientWaitSync(85E130AE,GL_SYNC_FLUSH_COMMANDS_BIT,1000000)=GL_CONDITION_SATISFIED
  14. glGetQueryObjectui64vEXT(1,GL_QUERY_RESULT,022FF960)
  15. glDisable(GL_MULTISAMPLE)
  16. glGetError()=GL_NO_ERROR
  17. glBindBufferARB(GL_ARRAY_BUFFER,1)
  18. glUnmapBufferARB(GL_ARRAY_BUFFER)=true
  19. glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,2)
  20. glUnmapBufferARB(GL_ELEMENT_ARRAY_BUFFER)=true
  21. glBindBufferARB(GL_UNIFORM_BUFFER,3)
  22. glUnmapBufferARB(GL_UNIFORM_BUFFER)=true
  23. glBindBufferARB(GL_ARRAY_BUFFER,4)
  24. glMapBufferRange(GL_ARRAY_BUFFER,0,32505856,GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT | GL_MAP_UNSYNCHRONIZED_BIT)=2BC40000
  25. glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,5)
  26. glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER,0,32505856,GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT | GL_MAP_UNSYNCHRONIZED_BIT)=2DB40000
  27. glBindBufferARB(GL_UNIFORM_BUFFER,6)
  28. glMapBufferRange(GL_UNIFORM_BUFFER,0,262128,GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT | GL_MAP_UNSYNCHRONIZED_BIT)=17B5C000
  29. glBeginQueryARB(GL_TIME_ELAPSED,1)
  30. glClearDepth(1.000000)
  31. glDepthFunc(GL_LEQUAL)
  32. glDisable(GL_BLEND)
  33. glDepthMask(true)
  34. glColorMask(true,true,true,true)
  35. glPolygonMode(GL_FRONT_AND_BACK,GL_FILL)
  36. glDisable(GL_POLYGON_OFFSET_FILL)
  37. glDisable(GL_POLYGON_OFFSET_LINE)
  38. glDisable(GL_STENCIL_TEST)
  39. glStencilFunc(GL_ALWAYS,0,0)
  40. glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
  41. glCullFace(GL_FRONT_AND_BACK)
  42. glEnable(GL_CULL_FACE)
  43. glColorMask(true,true,true,true)
  44. glBlendFunc(GL_ONE,GL_ZERO)
  45. glDepthMask(true)
  46. glDepthFunc(GL_LESS)
  47. glDisable(GL_STENCIL_TEST)
  48. glDisable(GL_POLYGON_OFFSET_FILL)
  49. glDisable(GL_POLYGON_OFFSET_LINE)
  50. glPolygonMode(GL_FRONT_AND_BACK,GL_FILL)
  51. glShadeModel(GL_SMOOTH)
  52. glEnable(GL_DEPTH_TEST)
  53. glEnable(GL_BLEND)
  54. glEnable(GL_SCISSOR_TEST)
  55. glDrawBuffer(GL_BACK)
  56. glReadBuffer(GL_BACK)
  57. glScissor(0,0,1600,900)
  58. glDrawBuffer(GL_BACK)
  59. glViewport(0,0,1600,900)
  60. glScissor(0,0,1600,900)
  61. glClearStencil(128)
  62. glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
  63. glCullFace(GL_FRONT)
  64. glBindVertexArray(1)
  65. glUseProgram(48)
  66. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  67. glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,8)
  68. glBindBufferARB(GL_ARRAY_BUFFER,7)
  69. glEnableVertexAttribArrayARB(0)
  70. glEnableVertexAttribArrayARB(2)
  71. glEnableVertexAttribArrayARB(3)
  72. glEnableVertexAttribArrayARB(4)
  73. glEnableVertexAttribArrayARB(8)
  74. glEnableVertexAttribArrayARB(9)
  75. glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
  76. glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
  77. glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
  78. glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
  79. glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
  80. glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
  81. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,000F86B0,365770) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  82. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  83. glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,000F8690,365754) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  84. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  85. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,000F8680,365746) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  86. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  87. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,000AA390,244766) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  88. glUniform4fv(0,4,[-0.853055,-0.832211,0.000000,-170.169708])
  89. glDrawElementsBaseVertex(GL_TRIANGLES,54,GL_UNSIGNED_SHORT,0006D830,153202) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  90. glUniform4fv(0,4,[-0.000000,0.006061,-1.191738,-109.250313])
  91. glDrawElementsBaseVertex(GL_TRIANGLES,792,GL_UNSIGNED_SHORT,0005F800,135678) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  92. glUniform4fv(0,4,[0.857590,0.827533,-0.002213,83.761154])
  93. glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,00082D70,185640) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  94. glUniform4fv(0,4,[0.857590,0.827533,-0.002213,83.761154])
  95. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,00082D40,185608) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  96. glUniform4fv(0,4,[-0.853055,-0.832211,0.000000,-170.169708])
  97. glDrawElementsBaseVertex(GL_TRIANGLES,174,GL_UNSIGNED_SHORT,0006D6D0,153098) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  98. glUniform4fv(0,4,[-0.853055,-0.832211,0.000000,-169.337570])
  99. glDrawElementsBaseVertex(GL_TRIANGLES,456,GL_UNSIGNED_SHORT,0006B860,150282) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  100. glUniform4fv(0,4,[0.853028,0.832238,-0.000063,30.732759])
  101. glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,00082D10,185584) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  102. glUniform4fv(0,4,[0.853028,0.832238,-0.000063,30.732759])
  103. glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,00082CE0,185560) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  104. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  105. glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,000A7D00,240522) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  106. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  107. glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,000AC1A0,247122) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  108. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  109. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,000AC170,247098) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  110. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  111. glDrawElementsBaseVertex(GL_TRIANGLES,9,GL_UNSIGNED_SHORT,000AA890,245238) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  112. glUseProgram(51)
  113. glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
  114. glUniform4fv(0,4,[0.004439,-1.191737,-0.004455,0.000291])
  115. glDrawElementsBaseVertex(GL_TRIANGLES,2337,GL_UNSIGNED_SHORT,00001A50,2160) GLSL=51 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  116. glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
  117. glUniform4fv(0,4,[0.004439,-1.191737,-0.004455,0.000291])
  118. glDrawElementsBaseVertex(GL_TRIANGLES,1836,GL_UNSIGNED_SHORT,00000B70,972) GLSL=51 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  119. glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
  120. glUniform4fv(0,4,[0.004439,-1.191737,-0.004455,0.000291])
  121. glDrawElementsBaseVertex(GL_TRIANGLES,1461,GL_UNSIGNED_SHORT,00000000,0) GLSL=51 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  122. glUseProgram(48)
  123. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  124. glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,000ABDF0,246680) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  125. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  126. glDrawElementsBaseVertex(GL_TRIANGLES,84,GL_UNSIGNED_SHORT,000AB9B0,246268) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  127. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  128. glDrawElementsBaseVertex(GL_TRIANGLES,432,GL_UNSIGNED_SHORT,000AA460,244846) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  129. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  130. glDrawElementsBaseVertex(GL_TRIANGLES,96,GL_UNSIGNED_SHORT,000AA3A0,244774) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  131. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  132. glDrawElementsBaseVertex(GL_TRIANGLES,45,GL_UNSIGNED_SHORT,000AA330,244714) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  133. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  134. glDrawElementsBaseVertex(GL_TRIANGLES,210,GL_UNSIGNED_SHORT,000AA100,244470) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  135. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  136. glDrawElementsBaseVertex(GL_TRIANGLES,183,GL_UNSIGNED_SHORT,000A9EE0,244178) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  137. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  138. glDrawElementsBaseVertex(GL_TRIANGLES,99,GL_UNSIGNED_SHORT,000A9C00,243876) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  139. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  140. glDrawElementsBaseVertex(GL_TRIANGLES,429,GL_UNSIGNED_SHORT,000A98A0,243556) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  141. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  142. glDrawElementsBaseVertex(GL_TRIANGLES,60,GL_UNSIGNED_SHORT,000A97D0,243468) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  143. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  144. glDrawElementsBaseVertex(GL_TRIANGLES,375,GL_UNSIGNED_SHORT,000A9460,243028) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  145. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  146. glDrawElementsBaseVertex(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,000A9400,242984) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  147. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  148. glDrawElementsBaseVertex(GL_TRIANGLES,123,GL_UNSIGNED_SHORT,000A9300,242874) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  149. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  150. glDrawElementsBaseVertex(GL_TRIANGLES,930,GL_UNSIGNED_SHORT,000A8A40,241862) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  151. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  152. glDrawElementsBaseVertex(GL_TRIANGLES,156,GL_UNSIGNED_SHORT,000A8900,241694) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  153. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  154. glDrawElementsBaseVertex(GL_TRIANGLES,555,GL_UNSIGNED_SHORT,000A84A0,241258) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  155. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  156. glDrawElementsBaseVertex(GL_TRIANGLES,42,GL_UNSIGNED_SHORT,000A8440,241214) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  157. glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
  158. glDrawElementsBaseVertex(GL_TRIANGLES,210,GL_UNSIGNED_SHORT,000A7B10,240248) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  159. glUniform4fv(0,4,[0.853055,0.832211,0.000000,156.407227])
  160. glDrawElementsBaseVertex(GL_TRIANGLES,1644,GL_UNSIGNED_SHORT,0007B660,172004) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  161. glUniform4fv(0,4,[0.853055,0.832211,0.000000,156.407227])
  162. glDrawElementsBaseVertex(GL_TRIANGLES,1419,GL_UNSIGNED_SHORT,0007AA00,171316) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  163. glUniform4fv(0,4,[0.853055,0.832211,0.000000,156.407227])
  164. glDrawElementsBaseVertex(GL_TRIANGLES,759,GL_UNSIGNED_SHORT,0007A410,170936) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  165. glUniform4fv(0,4,[0.853055,0.832211,0.000000,156.407227])
  166. glDrawElementsBaseVertex(GL_TRIANGLES,6087,GL_UNSIGNED_SHORT,00077480,168286) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  167. glUseProgram(15)
  168. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,856)
  169. glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
  170. glUniform4fv(0,1,[0.500000,0.500000,0.500000,0.500000])
  171. glDrawElementsBaseVertex(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,000AC200,247172) GLSL=15 Textures[ (0,856) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  172. glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
  173. glUniform4fv(0,1,[0.500000,0.500000,0.500000,0.500000])
  174. glDrawElementsBaseVertex(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,000AA2B0,244642) GLSL=15 Textures[ (0,856) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  175. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  176. glDepthBoundsEXT(0.000000,0.984556)
  177. glScissor(0,0,1601,913)
  178. glClearStencil(128)
  179. glClear(GL_STENCIL_BUFFER_BIT)
  180. glUseProgram(99)
  181. glDepthMask(false)
  182. glColorMask(false,false,false,false)
  183. glPolygonOffset(0.000000,1.000000)
  184. glEnable(GL_POLYGON_OFFSET_FILL)
  185. glEnable(GL_POLYGON_OFFSET_LINE)
  186. glEnable(GL_STENCIL_TEST)
  187. glStencilFunc(GL_ALWAYS,128,255)
  188. glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
  189. glDisable(GL_CULL_FACE)
  190. glScissor(0,0,1600,900)
  191. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  192. glDepthBoundsEXT(0.000000,0.984556)
  193. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_DECR,GL_KEEP)
  194. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_INCR,GL_KEEP)
  195. glBindBufferARB(GL_ARRAY_BUFFER,7)
  196. glEnableVertexAttribArrayARB(0)
  197. glDisableVertexAttribArrayARB(2)
  198. glDisableVertexAttribArrayARB(3)
  199. glDisableVertexAttribArrayARB(4)
  200. glDisableVertexAttribArrayARB(8)
  201. glDisableVertexAttribArrayARB(9)
  202. glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
  203. glUniform4fv(0,5,[-943.000000,4750.000000,-19.000000,0.000000])
  204. glDrawElementsBaseVertex(GL_TRIANGLES,4884,GL_UNSIGNED_SHORT,001C30C0,1022738) GLSL=99 Textures[ (0,856) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  205. glEnable(GL_CULL_FACE)
  206. glCullFace(GL_FRONT)
  207. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  208. glDepthBoundsEXT(0.000000,0.984556)
  209. glDepthFunc(GL_EQUAL)
  210. glEnable(GL_BLEND)
  211. glBlendFunc(GL_ONE,GL_ONE)
  212. glColorMask(true,true,true,true)
  213. glDisable(GL_POLYGON_OFFSET_FILL)
  214. glDisable(GL_POLYGON_OFFSET_LINE)
  215. glEnable(GL_STENCIL_TEST)
  216. glStencilFunc(GL_EQUAL,128,255)
  217. glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
  218. glBindMultiTextureEXT(GL_TEXTURE1,GL_TEXTURE_2D,17)
  219. glBindMultiTextureEXT(GL_TEXTURE2,GL_TEXTURE_2D,280)
  220. glUseProgram(27)
  221. glDisable(GL_DEPTH_BOUNDS_TEST_EXT)
  222. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,103)
  223. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,102)
  224. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,104)
  225. glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
  226. glUniform4fv(2,16,[-145.907776,174.641312,-4.293452,0.000000])
  227. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  228. glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,2)
  229. glBindBufferARB(GL_ARRAY_BUFFER,7)
  230. glEnableVertexAttribArrayARB(0)
  231. glEnableVertexAttribArrayARB(2)
  232. glEnableVertexAttribArrayARB(3)
  233. glEnableVertexAttribArrayARB(4)
  234. glEnableVertexAttribArrayARB(8)
  235. glEnableVertexAttribArrayARB(9)
  236. glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
  237. glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
  238. glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
  239. glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
  240. glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
  241. glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
  242. glDrawElementsBaseVertex(GL_TRIANGLES,1455,GL_UNSIGNED_SHORT,0004B6A0,0) GLSL=27 Textures[ (0,103) (0,2101) (1,17) (2,280) (3,102) (4,104) ]
  243. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,106)
  244. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,105)
  245. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,107)
  246. glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
  247. glUniform4fv(2,16,[-145.907776,174.641312,-4.293452,0.000000])
  248. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  249. glDrawElementsBaseVertex(GL_TRIANGLES,297,GL_UNSIGNED_SHORT,0004DBE0,972) GLSL=27 Textures[ (0,106) (0,2101) (1,17) (2,280) (3,105) (4,107) ]
  250. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,112)
  251. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,111)
  252. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,113)
  253. glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
  254. glUniform4fv(2,16,[-145.907776,174.641312,-4.293452,0.000000])
  255. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  256. glDrawElementsBaseVertex(GL_TRIANGLES,552,GL_UNSIGNED_SHORT,00050AF0,2160) GLSL=27 Textures[ (0,112) (0,2101) (1,17) (2,280) (3,111) (4,113) ]
  257. glUseProgram(24)
  258. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  259. glDepthBoundsEXT(0.000000,0.984556)
  260. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1972)
  261. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1973)
  262. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1974)
  263. glUniform4fv(2,18,[-231.000000,-202.000000,141.000000,0.000000])
  264. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  265. glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,8)
  266. glDrawElementsBaseVertex(GL_TRIANGLES,465,GL_UNSIGNED_SHORT,003E3F00,168286) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,280) (3,1973) (4,1974) ]
  267. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1977)
  268. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1978)
  269. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1979)
  270. glUniform4fv(2,18,[-231.000000,-202.000000,141.000000,0.000000])
  271. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  272. glDrawElementsBaseVertex(GL_TRIANGLES,780,GL_UNSIGNED_SHORT,003E42B0,171316) GLSL=24 Textures[ (0,1977) (0,2101) (1,17) (2,280) (3,1978) (4,1979) ]
  273. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1983)
  274. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1984)
  275. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1985)
  276. glUniform4fv(2,18,[-231.000000,-202.000000,141.000000,0.000000])
  277. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  278. glDrawElementsBaseVertex(GL_TRIANGLES,909,GL_UNSIGNED_SHORT,003E48D0,172004) GLSL=24 Textures[ (0,1983) (0,2101) (1,17) (2,280) (3,1984) (4,1985) ]
  279. glUseProgram(0)
  280. glUseProgram(24)
  281. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,451)
  282. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,452)
  283. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,453)
  284. glUniform4fv(2,18,[-943.000000,4750.000000,-19.000000,0.000000])
  285. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  286. glDrawElementsBaseVertex(GL_TRIANGLES,42,GL_UNSIGNED_SHORT,003E3630,240248) GLSL=24 Textures[ (0,451) (0,2101) (1,17) (2,280) (3,452) (4,453) ]
  287. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,874)
  288. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,875)
  289. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,876)
  290. glUniform4fv(2,18,[-943.000000,4750.000000,-19.000000,0.000000])
  291. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  292. glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,003E36B0,241214) GLSL=24 Textures[ (0,874) (0,2101) (1,17) (2,280) (3,875) (4,876) ]
  293. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,647)
  294. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,648)
  295. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,649)
  296. glUniform4fv(2,18,[-943.000000,4750.000000,-19.000000,0.000000])
  297. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  298. glDrawElementsBaseVertex(GL_TRIANGLES,135,GL_UNSIGNED_SHORT,003E36E0,241258) GLSL=24 Textures[ (0,647) (0,2101) (1,17) (2,280) (3,648) (4,649) ]
  299. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,545)
  300. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,546)
  301. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,547)
  302. glUniform4fv(2,18,[-943.000000,4750.000000,-19.000000,0.000000])
  303. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  304. glDrawElementsBaseVertex(GL_TRIANGLES,27,GL_UNSIGNED_SHORT,003E37F0,241694) GLSL=24 Textures[ (0,545) (0,2101) (1,17) (2,280) (3,546) (4,547) ]
  305. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,580)
  306. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,581)
  307. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,582)
  308. glUniform4fv(2,18,[-943.000000,4750.000000,-19.000000,0.000000])
  309. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  310. glDrawElementsBaseVertex(GL_TRIANGLES,231,GL_UNSIGNED_SHORT,003E3830,241862) GLSL=24 Textures[ (0,580) (0,2101) (1,17) (2,280) (3,581) (4,582) ]
  311. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
  312. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
  313. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
  314. glUniform4fv(2,18,[-943.000000,4750.000000,-19.000000,0.000000])
  315. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  316. glDrawElementsBaseVertex(GL_TRIANGLES,33,GL_UNSIGNED_SHORT,003E3A00,242874) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,280) (3,470) (4,471) ]
  317. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,664)
  318. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,665)
  319. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,666)
  320. glUniform4fv(2,18,[-943.000000,4750.000000,-19.000000,0.000000])
  321. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  322. glDrawElementsBaseVertex(GL_TRIANGLES,81,GL_UNSIGNED_SHORT,003E3A50,243028) GLSL=24 Textures[ (0,664) (0,2101) (1,17) (2,280) (3,665) (4,666) ]
  323. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,661)
  324. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,662)
  325. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,663)
  326. glUniform4fv(2,18,[-943.000000,4750.000000,-19.000000,0.000000])
  327. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  328. glDrawElementsBaseVertex(GL_TRIANGLES,150,GL_UNSIGNED_SHORT,003E3B00,243556) GLSL=24 Textures[ (0,661) (0,2101) (1,17) (2,280) (3,662) (4,663) ]
  329. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,86)
  330. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,87)
  331. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,88)
  332. glUniform4fv(2,18,[-943.000000,4750.000000,-19.000000,0.000000])
  333. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  334. glDrawElementsBaseVertex(GL_TRIANGLES,45,GL_UNSIGNED_SHORT,003E3C70,244178) GLSL=24 Textures[ (0,86) (0,2101) (1,17) (2,280) (3,87) (4,88) ]
  335. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,4)
  336. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,467)
  337. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,468)
  338. glUniform4fv(2,18,[-943.000000,4750.000000,-19.000000,0.000000])
  339. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  340. glDrawElementsBaseVertex(GL_TRIANGLES,54,GL_UNSIGNED_SHORT,003E3D10,244470) GLSL=24 Textures[ (0,4) (0,2101) (1,17) (2,280) (3,467) (4,468) ]
  341. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,897)
  342. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,898)
  343. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,899)
  344. glUniform4fv(2,18,[-943.000000,4750.000000,-19.000000,0.000000])
  345. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  346. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E3E80,246680) GLSL=24 Textures[ (0,897) (0,2101) (1,17) (2,280) (3,898) (4,899) ]
  347. glUseProgram(0)
  348. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  349. glDepthBoundsEXT(0.000000,0.980582)
  350. glScissor(0,0,1601,913)
  351. glDepthFunc(GL_LEQUAL)
  352. glDisable(GL_BLEND)
  353. glDepthMask(true)
  354. glDisable(GL_STENCIL_TEST)
  355. glStencilFunc(GL_ALWAYS,0,0)
  356. glClearStencil(128)
  357. glClear(GL_STENCIL_BUFFER_BIT)
  358. glUseProgram(99)
  359. glDepthMask(false)
  360. glColorMask(false,false,false,false)
  361. glPolygonOffset(0.000000,1.000000)
  362. glEnable(GL_POLYGON_OFFSET_FILL)
  363. glEnable(GL_POLYGON_OFFSET_LINE)
  364. glEnable(GL_STENCIL_TEST)
  365. glStencilFunc(GL_ALWAYS,128,255)
  366. glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
  367. glDisable(GL_CULL_FACE)
  368. glScissor(0,0,1600,900)
  369. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  370. glDepthBoundsEXT(0.000000,0.980582)
  371. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  372. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  373. glBindBufferARB(GL_ARRAY_BUFFER,7)
  374. glEnableVertexAttribArrayARB(0)
  375. glDisableVertexAttribArrayARB(2)
  376. glDisableVertexAttribArrayARB(3)
  377. glDisableVertexAttribArrayARB(4)
  378. glDisableVertexAttribArrayARB(8)
  379. glDisableVertexAttribArrayARB(9)
  380. glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
  381. glUniform4fv(0,5,[-928.000000,4912.000000,48.000000,0.000000])
  382. glDrawElementsBaseVertex(GL_TRIANGLES,1128,GL_UNSIGNED_SHORT,0024D1F0,1138554) GLSL=99 Textures[ (0,897) (0,2101) (1,17) (2,280) (3,898) (4,899) ]
  383. glEnable(GL_CULL_FACE)
  384. glCullFace(GL_FRONT)
  385. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  386. glDepthBoundsEXT(0.000000,0.980582)
  387. glDepthFunc(GL_EQUAL)
  388. glEnable(GL_BLEND)
  389. glBlendFunc(GL_ONE,GL_ONE)
  390. glColorMask(true,true,true,true)
  391. glDisable(GL_POLYGON_OFFSET_FILL)
  392. glDisable(GL_POLYGON_OFFSET_LINE)
  393. glEnable(GL_STENCIL_TEST)
  394. glStencilFunc(GL_EQUAL,128,255)
  395. glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
  396. glBindMultiTextureEXT(GL_TEXTURE2,GL_TEXTURE_2D,156)
  397. glUseProgram(27)
  398. glDisable(GL_DEPTH_BOUNDS_TEST_EXT)
  399. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,103)
  400. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,102)
  401. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,104)
  402. glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
  403. glUniform4fv(2,16,[-72.655945,50.671608,96.818779,0.000000])
  404. glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
  405. glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,2)
  406. glBindBufferARB(GL_ARRAY_BUFFER,7)
  407. glEnableVertexAttribArrayARB(0)
  408. glEnableVertexAttribArrayARB(2)
  409. glEnableVertexAttribArrayARB(3)
  410. glEnableVertexAttribArrayARB(4)
  411. glEnableVertexAttribArrayARB(8)
  412. glEnableVertexAttribArrayARB(9)
  413. glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
  414. glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
  415. glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
  416. glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
  417. glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
  418. glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
  419. glDrawElementsBaseVertex(GL_TRIANGLES,1461,GL_UNSIGNED_SHORT,0004C210,0) GLSL=27 Textures[ (0,103) (0,2101) (1,17) (2,156) (3,102) (4,104) ]
  420. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,106)
  421. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,105)
  422. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,107)
  423. glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
  424. glUniform4fv(2,16,[-72.655945,50.671608,96.818779,0.000000])
  425. glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
  426. glDrawElementsBaseVertex(GL_TRIANGLES,1836,GL_UNSIGNED_SHORT,0004EA40,972) GLSL=27 Textures[ (0,106) (0,2101) (1,17) (2,156) (3,105) (4,107) ]
  427. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,112)
  428. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,111)
  429. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,113)
  430. glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
  431. glUniform4fv(2,16,[-72.655945,50.671608,96.818779,0.000000])
  432. glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
  433. glDrawElementsBaseVertex(GL_TRIANGLES,2337,GL_UNSIGNED_SHORT,00051D40,2160) GLSL=27 Textures[ (0,112) (0,2101) (1,17) (2,156) (3,111) (4,113) ]
  434. glUseProgram(24)
  435. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  436. glDepthBoundsEXT(0.000000,0.980582)
  437. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1972)
  438. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1973)
  439. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1974)
  440. glUniform4fv(2,18,[-216.000000,-40.000000,208.000000,0.000000])
  441. glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
  442. glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,8)
  443. glDrawElementsBaseVertex(GL_TRIANGLES,174,GL_UNSIGNED_SHORT,0047CFA0,168286) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,156) (3,1973) (4,1974) ]
  444. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1977)
  445. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1978)
  446. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1979)
  447. glUniform4fv(2,18,[-216.000000,-40.000000,208.000000,0.000000])
  448. glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
  449. glDrawElementsBaseVertex(GL_TRIANGLES,306,GL_UNSIGNED_SHORT,0047D100,171316) GLSL=24 Textures[ (0,1977) (0,2101) (1,17) (2,156) (3,1978) (4,1979) ]
  450. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1983)
  451. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1984)
  452. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1985)
  453. glUniform4fv(2,18,[-216.000000,-40.000000,208.000000,0.000000])
  454. glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
  455. glDrawElementsBaseVertex(GL_TRIANGLES,96,GL_UNSIGNED_SHORT,0047D370,172004) GLSL=24 Textures[ (0,1983) (0,2101) (1,17) (2,156) (3,1984) (4,1985) ]
  456. glUseProgram(0)
  457. glUseProgram(99)
  458. glDepthFunc(GL_LEQUAL)
  459. glDisable(GL_BLEND)
  460. glColorMask(false,false,false,false)
  461. glPolygonOffset(0.000000,1.000000)
  462. glEnable(GL_POLYGON_OFFSET_FILL)
  463. glEnable(GL_POLYGON_OFFSET_LINE)
  464. glEnable(GL_STENCIL_TEST)
  465. glStencilFunc(GL_ALWAYS,128,255)
  466. glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
  467. glDisable(GL_CULL_FACE)
  468. glUseProgram(100)
  469. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  470. glDepthBoundsEXT(0.814344,0.980582)
  471. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  472. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  473. glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,2)
  474. glBindBufferRange(GL_UNIFORM_BUFFER,0,3,0,2016)
  475. glBindBufferARB(GL_ARRAY_BUFFER,7)
  476. glEnableVertexAttribArrayARB(0)
  477. glDisableVertexAttribArrayARB(2)
  478. glEnableVertexAttribArrayARB(3)
  479. glEnableVertexAttribArrayARB(4)
  480. glDisableVertexAttribArrayARB(8)
  481. glDisableVertexAttribArrayARB(9)
  482. glVertexAttribPointerARB(0,4,GL_FLOAT,false,32,00000000)
  483. glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000010)
  484. glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,00000014)
  485. glUniform4fv(0,5,[-85.000000,-112.000000,-32.000000,0.000000])
  486. glDrawElementsBaseVertex(GL_TRIANGLES,300,GL_UNSIGNED_SHORT,00042A90,121598) GLSL=100 Textures[ (0,1983) (0,2101) (1,17) (2,156) (3,1984) (4,1985) ]
  487. glEnable(GL_CULL_FACE)
  488. glCullFace(GL_FRONT)
  489. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  490. glDepthBoundsEXT(0.000000,0.980582)
  491. glDepthFunc(GL_EQUAL)
  492. glEnable(GL_BLEND)
  493. glBlendFunc(GL_ONE,GL_ONE)
  494. glColorMask(true,true,true,true)
  495. glDisable(GL_POLYGON_OFFSET_FILL)
  496. glDisable(GL_POLYGON_OFFSET_LINE)
  497. glEnable(GL_STENCIL_TEST)
  498. glStencilFunc(GL_EQUAL,128,255)
  499. glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
  500. glUseProgram(24)
  501. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,647)
  502. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,648)
  503. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,649)
  504. glUniform4fv(2,18,[-928.000000,4912.000000,48.000000,0.000000])
  505. glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
  506. glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,8)
  507. glBindBufferARB(GL_ARRAY_BUFFER,7)
  508. glEnableVertexAttribArrayARB(0)
  509. glEnableVertexAttribArrayARB(2)
  510. glEnableVertexAttribArrayARB(3)
  511. glEnableVertexAttribArrayARB(4)
  512. glEnableVertexAttribArrayARB(8)
  513. glEnableVertexAttribArrayARB(9)
  514. glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
  515. glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
  516. glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
  517. glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
  518. glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
  519. glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
  520. glDrawElementsBaseVertex(GL_TRIANGLES,45,GL_UNSIGNED_SHORT,0047D450,241258) GLSL=24 Textures[ (0,647) (0,2101) (1,17) (2,156) (3,648) (4,649) ]
  521. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,580)
  522. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,581)
  523. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,582)
  524. glUniform4fv(2,18,[-928.000000,4912.000000,48.000000,0.000000])
  525. glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
  526. glDrawElementsBaseVertex(GL_TRIANGLES,183,GL_UNSIGNED_SHORT,0047D4B0,241862) GLSL=24 Textures[ (0,580) (0,2101) (1,17) (2,156) (3,581) (4,582) ]
  527. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
  528. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
  529. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
  530. glUniform4fv(2,18,[-928.000000,4912.000000,48.000000,0.000000])
  531. glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
  532. glDrawElementsBaseVertex(GL_TRIANGLES,15,GL_UNSIGNED_SHORT,0047D620,242874) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,156) (3,470) (4,471) ]
  533. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,664)
  534. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,665)
  535. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,666)
  536. glUniform4fv(2,18,[-928.000000,4912.000000,48.000000,0.000000])
  537. glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
  538. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,0047D640,243028) GLSL=24 Textures[ (0,664) (0,2101) (1,17) (2,156) (3,665) (4,666) ]
  539. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,661)
  540. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,662)
  541. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,663)
  542. glUniform4fv(2,18,[-928.000000,4912.000000,48.000000,0.000000])
  543. glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
  544. glDrawElementsBaseVertex(GL_TRIANGLES,75,GL_UNSIGNED_SHORT,0047D670,243556) GLSL=24 Textures[ (0,661) (0,2101) (1,17) (2,156) (3,662) (4,663) ]
  545. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,86)
  546. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,87)
  547. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,88)
  548. glUniform4fv(2,18,[-928.000000,4912.000000,48.000000,0.000000])
  549. glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
  550. glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,0047D780,244178) GLSL=24 Textures[ (0,86) (0,2101) (1,17) (2,156) (3,87) (4,88) ]
  551. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,653)
  552. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,654)
  553. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,655)
  554. glUniform4fv(2,18,[-928.000000,4912.000000,48.000000,0.000000])
  555. glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
  556. glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,0047D7E0,244714) GLSL=24 Textures[ (0,653) (0,2101) (1,17) (2,156) (3,654) (4,655) ]
  557. glUseProgram(0)
  558. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  559. glDepthBoundsEXT(0.000000,0.981401)
  560. glDisable(GL_STENCIL_TEST)
  561. glStencilFunc(GL_ALWAYS,0,0)
  562. glBindMultiTextureEXT(GL_TEXTURE2,GL_TEXTURE_2D,18)
  563. glUseProgram(27)
  564. glDisable(GL_DEPTH_BOUNDS_TEST_EXT)
  565. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,103)
  566. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,102)
  567. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,104)
  568. glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
  569. glUniform4fv(2,16,[-31.665525,-84.517517,60.878731,0.000000])
  570. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  571. glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,2)
  572. glDrawElementsBaseVertex(GL_TRIANGLES,1461,GL_UNSIGNED_SHORT,0004AB30,0) GLSL=27 Textures[ (0,103) (0,2101) (1,17) (2,18) (3,102) (4,104) ]
  573. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,106)
  574. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,105)
  575. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,107)
  576. glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
  577. glUniform4fv(2,16,[-31.665525,-84.517517,60.878731,0.000000])
  578. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  579. glDrawElementsBaseVertex(GL_TRIANGLES,1836,GL_UNSIGNED_SHORT,0004CD80,972) GLSL=27 Textures[ (0,106) (0,2101) (1,17) (2,18) (3,105) (4,107) ]
  580. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,112)
  581. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,111)
  582. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,113)
  583. glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
  584. glUniform4fv(2,16,[-31.665525,-84.517517,60.878731,0.000000])
  585. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  586. glDrawElementsBaseVertex(GL_TRIANGLES,2337,GL_UNSIGNED_SHORT,0004F8A0,2160) GLSL=27 Textures[ (0,112) (0,2101) (1,17) (2,18) (3,111) (4,113) ]
  587. glUseProgram(24)
  588. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  589. glDepthBoundsEXT(0.000000,0.981401)
  590. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1972)
  591. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1973)
  592. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1974)
  593. glUniform4fv(2,18,[-136.000000,72.000000,160.000000,0.000000])
  594. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  595. glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,8)
  596. glDrawElementsBaseVertex(GL_TRIANGLES,777,GL_UNSIGNED_SHORT,0037A170,168286) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,18) (3,1973) (4,1974) ]
  597. glUniform4fv(2,18,[-136.000000,72.000000,160.000000,0.000000])
  598. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  599. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,0037A790,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,18) (3,1973) (4,1974) ]
  600. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1975)
  601. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1976)
  602. glUniform4fv(2,18,[-136.000000,72.000000,160.000000,0.000000])
  603. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  604. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,0037A790,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,18) (3,1975) (4,1976) ]
  605. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1977)
  606. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1978)
  607. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1979)
  608. glUniform4fv(2,18,[-136.000000,72.000000,160.000000,0.000000])
  609. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  610. glDrawElementsBaseVertex(GL_TRIANGLES,78,GL_UNSIGNED_SHORT,0037A7C0,171316) GLSL=24 Textures[ (0,1977) (0,2101) (1,17) (2,18) (3,1978) (4,1979) ]
  611. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1983)
  612. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1984)
  613. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1985)
  614. glUniform4fv(2,18,[-136.000000,72.000000,160.000000,0.000000])
  615. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  616. glDrawElementsBaseVertex(GL_TRIANGLES,459,GL_UNSIGNED_SHORT,0037A910,172004) GLSL=24 Textures[ (0,1983) (0,2101) (1,17) (2,18) (3,1984) (4,1985) ]
  617. glUseProgram(0)
  618. glUseProgram(24)
  619. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,580)
  620. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,581)
  621. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,582)
  622. glUniform4fv(2,18,[-848.000000,5024.000000,0.000000,0.000000])
  623. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  624. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,0037A070,241862) GLSL=24 Textures[ (0,580) (0,2101) (1,17) (2,18) (3,581) (4,582) ]
  625. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,661)
  626. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,662)
  627. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,663)
  628. glUniform4fv(2,18,[-848.000000,5024.000000,0.000000,0.000000])
  629. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  630. glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,0037A0A0,243556) GLSL=24 Textures[ (0,661) (0,2101) (1,17) (2,18) (3,662) (4,663) ]
  631. glUseProgram(0)
  632. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  633. glDepthBoundsEXT(0.958987,0.993835)
  634. glScissor(368,0,1233,913)
  635. glDepthFunc(GL_LEQUAL)
  636. glDisable(GL_BLEND)
  637. glDepthMask(true)
  638. glClearStencil(128)
  639. glClear(GL_STENCIL_BUFFER_BIT)
  640. glUseProgram(99)
  641. glDepthMask(false)
  642. glColorMask(false,false,false,false)
  643. glPolygonOffset(0.000000,1.000000)
  644. glEnable(GL_POLYGON_OFFSET_FILL)
  645. glEnable(GL_POLYGON_OFFSET_LINE)
  646. glEnable(GL_STENCIL_TEST)
  647. glStencilFunc(GL_ALWAYS,128,255)
  648. glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
  649. glDisable(GL_CULL_FACE)
  650. glScissor(371,0,1229,900)
  651. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  652. glDepthBoundsEXT(0.976272,0.985479)
  653. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  654. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  655. glBindBufferARB(GL_ARRAY_BUFFER,7)
  656. glEnableVertexAttribArrayARB(0)
  657. glDisableVertexAttribArrayARB(2)
  658. glDisableVertexAttribArrayARB(3)
  659. glDisableVertexAttribArrayARB(4)
  660. glDisableVertexAttribArrayARB(8)
  661. glDisableVertexAttribArrayARB(9)
  662. glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
  663. glUniform4fv(0,5,[48.867500,210.142136,154.089722,0.000000])
  664. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003E1920,371144) GLSL=99 Textures[ (0,661) (0,2101) (1,17) (2,18) (3,662) (4,663) ]
  665. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  666. glDepthBoundsEXT(0.976272,0.985479)
  667. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  668. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  669. glUniform4fv(0,5,[48.867500,210.142136,154.089722,0.000000])
  670. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003E1980,371192) GLSL=99 Textures[ (0,661) (0,2101) (1,17) (2,18) (3,662) (4,663) ]
  671. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  672. glDepthBoundsEXT(0.981191,0.988969)
  673. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  674. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  675. glUniform4fv(0,5,[49.661324,146.569122,155.717896,0.000000])
  676. glDrawElementsBaseVertex(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,003E17F0,371248) GLSL=99 Textures[ (0,661) (0,2101) (1,17) (2,18) (3,662) (4,663) ]
  677. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  678. glDepthBoundsEXT(0.981191,0.988969)
  679. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  680. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  681. glUniform4fv(0,5,[49.661324,146.569122,155.717896,0.000000])
  682. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003E18B0,371296) GLSL=99 Textures[ (0,661) (0,2101) (1,17) (2,18) (3,662) (4,663) ]
  683. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  684. glDepthBoundsEXT(0.958987,0.993835)
  685. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  686. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  687. glUniform4fv(0,5,[-943.000000,5298.000000,-19.000000,0.000000])
  688. glDrawElementsBaseVertex(GL_TRIANGLES,7116,GL_UNSIGNED_SHORT,001BE360,1018052) GLSL=99 Textures[ (0,661) (0,2101) (1,17) (2,18) (3,662) (4,663) ]
  689. glEnable(GL_CULL_FACE)
  690. glCullFace(GL_FRONT)
  691. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  692. glDepthBoundsEXT(0.958987,0.993835)
  693. glDepthFunc(GL_EQUAL)
  694. glEnable(GL_BLEND)
  695. glBlendFunc(GL_ONE,GL_ONE)
  696. glColorMask(true,true,true,true)
  697. glDisable(GL_POLYGON_OFFSET_FILL)
  698. glDisable(GL_POLYGON_OFFSET_LINE)
  699. glEnable(GL_STENCIL_TEST)
  700. glStencilFunc(GL_EQUAL,128,255)
  701. glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
  702. glBindMultiTextureEXT(GL_TEXTURE2,GL_TEXTURE_2D,280)
  703. glUseProgram(24)
  704. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1972)
  705. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1973)
  706. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1974)
  707. glUniform4fv(2,18,[-231.000000,346.000000,141.000000,0.000000])
  708. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  709. glBindBufferARB(GL_ARRAY_BUFFER,7)
  710. glEnableVertexAttribArrayARB(0)
  711. glEnableVertexAttribArrayARB(2)
  712. glEnableVertexAttribArrayARB(3)
  713. glEnableVertexAttribArrayARB(4)
  714. glEnableVertexAttribArrayARB(8)
  715. glEnableVertexAttribArrayARB(9)
  716. glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
  717. glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
  718. glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
  719. glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
  720. glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
  721. glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
  722. glDrawElementsBaseVertex(GL_TRIANGLES,492,GL_UNSIGNED_SHORT,003E19D0,168286) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,280) (3,1973) (4,1974) ]
  723. glUniform4fv(2,18,[-231.000000,346.000000,141.000000,0.000000])
  724. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  725. glDrawElementsBaseVertex(GL_TRIANGLES,735,GL_UNSIGNED_SHORT,003E1DB0,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,280) (3,1973) (4,1974) ]
  726. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1975)
  727. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1976)
  728. glUniform4fv(2,18,[-231.000000,346.000000,141.000000,0.000000])
  729. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  730. glDrawElementsBaseVertex(GL_TRIANGLES,735,GL_UNSIGNED_SHORT,003E1DB0,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,280) (3,1975) (4,1976) ]
  731. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1977)
  732. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1978)
  733. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1979)
  734. glUniform4fv(2,18,[-231.000000,346.000000,141.000000,0.000000])
  735. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  736. glDrawElementsBaseVertex(GL_TRIANGLES,507,GL_UNSIGNED_SHORT,003E2370,171316) GLSL=24 Textures[ (0,1977) (0,2101) (1,17) (2,280) (3,1978) (4,1979) ]
  737. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1983)
  738. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1984)
  739. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1985)
  740. glUniform4fv(2,18,[-231.000000,346.000000,141.000000,0.000000])
  741. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  742. glDrawElementsBaseVertex(GL_TRIANGLES,618,GL_UNSIGNED_SHORT,003E2820,172004) GLSL=24 Textures[ (0,1983) (0,2101) (1,17) (2,280) (3,1984) (4,1985) ]
  743. glUseProgram(0)
  744. glUseProgram(24)
  745. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,71)
  746. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,72)
  747. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,73)
  748. glUniform4fv(2,18,[48.867500,210.142136,154.089722,0.000000])
  749. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  750. glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,003E1900,185560) GLSL=24 Textures[ (0,71) (0,2101) (1,17) (2,280) (3,72) (4,73) ]
  751. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
  752. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
  753. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
  754. glUniform4fv(2,18,[48.867500,210.142136,154.089722,0.000000])
  755. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  756. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E1970,185584) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,280) (3,470) (4,471) ]
  757. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,71)
  758. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,72)
  759. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,73)
  760. glUniform4fv(2,18,[49.661324,146.569122,155.717896,0.000000])
  761. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  762. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E17E0,185608) GLSL=24 Textures[ (0,71) (0,2101) (1,17) (2,280) (3,72) (4,73) ]
  763. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
  764. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
  765. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
  766. glUniform4fv(2,18,[49.661324,146.569122,155.717896,0.000000])
  767. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  768. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E18A0,185640) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,280) (3,470) (4,471) ]
  769. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,451)
  770. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,452)
  771. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,453)
  772. glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
  773. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  774. glDrawElementsBaseVertex(GL_TRIANGLES,69,GL_UNSIGNED_SHORT,003E0E10,240248) GLSL=24 Textures[ (0,451) (0,2101) (1,17) (2,280) (3,452) (4,453) ]
  775. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,71)
  776. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,72)
  777. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,73)
  778. glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
  779. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  780. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E0EA0,240522) GLSL=24 Textures[ (0,71) (0,2101) (1,17) (2,280) (3,72) (4,73) ]
  781. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,874)
  782. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,875)
  783. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,876)
  784. glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
  785. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  786. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E0EB0,241214) GLSL=24 Textures[ (0,874) (0,2101) (1,17) (2,280) (3,875) (4,876) ]
  787. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,647)
  788. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,648)
  789. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,649)
  790. glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
  791. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  792. glDrawElementsBaseVertex(GL_TRIANGLES,177,GL_UNSIGNED_SHORT,003E0EC0,241258) GLSL=24 Textures[ (0,647) (0,2101) (1,17) (2,280) (3,648) (4,649) ]
  793. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,545)
  794. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,546)
  795. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,547)
  796. glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
  797. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  798. glDrawElementsBaseVertex(GL_TRIANGLES,27,GL_UNSIGNED_SHORT,003E1030,241694) GLSL=24 Textures[ (0,545) (0,2101) (1,17) (2,280) (3,546) (4,547) ]
  799. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,580)
  800. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,581)
  801. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,582)
  802. glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
  803. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  804. glDrawElementsBaseVertex(GL_TRIANGLES,105,GL_UNSIGNED_SHORT,003E1070,241862) GLSL=24 Textures[ (0,580) (0,2101) (1,17) (2,280) (3,581) (4,582) ]
  805. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
  806. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
  807. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
  808. glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
  809. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  810. glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,003E1150,242874) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,280) (3,470) (4,471) ]
  811. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,664)
  812. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,665)
  813. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,666)
  814. glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
  815. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  816. glDrawElementsBaseVertex(GL_TRIANGLES,45,GL_UNSIGNED_SHORT,003E1170,243028) GLSL=24 Textures[ (0,664) (0,2101) (1,17) (2,280) (3,665) (4,666) ]
  817. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,661)
  818. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,662)
  819. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,663)
  820. glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
  821. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  822. glDrawElementsBaseVertex(GL_TRIANGLES,120,GL_UNSIGNED_SHORT,003E11D0,243556) GLSL=24 Textures[ (0,661) (0,2101) (1,17) (2,280) (3,662) (4,663) ]
  823. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,705)
  824. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,706)
  825. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,707)
  826. glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
  827. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  828. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003E12C0,243876) GLSL=24 Textures[ (0,705) (0,2101) (1,17) (2,280) (3,706) (4,707) ]
  829. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,86)
  830. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,87)
  831. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,88)
  832. glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
  833. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  834. glDrawElementsBaseVertex(GL_TRIANGLES,75,GL_UNSIGNED_SHORT,003E1330,244178) GLSL=24 Textures[ (0,86) (0,2101) (1,17) (2,280) (3,87) (4,88) ]
  835. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,4)
  836. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,467)
  837. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,468)
  838. glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
  839. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  840. glDrawElementsBaseVertex(GL_TRIANGLES,87,GL_UNSIGNED_SHORT,003E1420,244470) GLSL=24 Textures[ (0,4) (0,2101) (1,17) (2,280) (3,467) (4,468) ]
  841. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,855)
  842. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,857)
  843. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,858)
  844. glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
  845. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  846. glDrawElementsBaseVertex(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,003E14D0,244642) GLSL=24 Textures[ (0,855) (0,2101) (1,17) (2,280) (3,857) (4,858) ]
  847. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,461)
  848. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,725)
  849. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,660)
  850. glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
  851. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  852. glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,003E1530,244774) GLSL=24 Textures[ (0,461) (0,2101) (1,17) (2,280) (3,725) (4,660) ]
  853. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,659)
  854. glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
  855. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  856. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003E1560,244846) GLSL=24 Textures[ (0,461) (0,2101) (1,17) (2,280) (3,659) (4,660) ]
  857. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,894)
  858. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,895)
  859. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,896)
  860. glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
  861. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  862. glDrawElementsBaseVertex(GL_TRIANGLES,9,GL_UNSIGNED_SHORT,003E15D0,245238) GLSL=24 Textures[ (0,894) (0,2101) (1,17) (2,280) (3,895) (4,896) ]
  863. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,897)
  864. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,898)
  865. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,899)
  866. glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
  867. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  868. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E16D0,246680) GLSL=24 Textures[ (0,897) (0,2101) (1,17) (2,280) (3,898) (4,899) ]
  869. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,607)
  870. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,608)
  871. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,609)
  872. glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
  873. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  874. glDrawElementsBaseVertex(GL_TRIANGLES,15,GL_UNSIGNED_SHORT,003E1710,247098) GLSL=24 Textures[ (0,607) (0,2101) (1,17) (2,280) (3,608) (4,609) ]
  875. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,448)
  876. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,449)
  877. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,450)
  878. glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
  879. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  880. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E1730,247122) GLSL=24 Textures[ (0,448) (0,2101) (1,17) (2,280) (3,449) (4,450) ]
  881. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,855)
  882. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,857)
  883. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,858)
  884. glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
  885. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  886. glDrawElementsBaseVertex(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,003E1740,247172) GLSL=24 Textures[ (0,855) (0,2101) (1,17) (2,280) (3,857) (4,858) ]
  887. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,888)
  888. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,887)
  889. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,889)
  890. glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
  891. glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
  892. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E1520,244766) GLSL=24 Textures[ (0,888) (0,2101) (1,17) (2,280) (3,887) (4,889) ]
  893. glUseProgram(0)
  894. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  895. glDepthBoundsEXT(0.933608,0.991061)
  896. glScissor(208,0,1393,785)
  897. glDepthFunc(GL_LEQUAL)
  898. glDisable(GL_BLEND)
  899. glDepthMask(true)
  900. glDisable(GL_STENCIL_TEST)
  901. glStencilFunc(GL_ALWAYS,0,0)
  902. glClearStencil(128)
  903. glClear(GL_STENCIL_BUFFER_BIT)
  904. glUseProgram(99)
  905. glDepthMask(false)
  906. glColorMask(false,false,false,false)
  907. glPolygonOffset(0.000000,1.000000)
  908. glEnable(GL_POLYGON_OFFSET_FILL)
  909. glEnable(GL_POLYGON_OFFSET_LINE)
  910. glEnable(GL_STENCIL_TEST)
  911. glStencilFunc(GL_ALWAYS,128,255)
  912. glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
  913. glDisable(GL_CULL_FACE)
  914. glScissor(213,0,1387,771)
  915. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  916. glDepthBoundsEXT(0.976201,0.985479)
  917. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  918. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  919. glBindBufferARB(GL_ARRAY_BUFFER,7)
  920. glEnableVertexAttribArrayARB(0)
  921. glDisableVertexAttribArrayARB(2)
  922. glDisableVertexAttribArrayARB(3)
  923. glDisableVertexAttribArrayARB(4)
  924. glDisableVertexAttribArrayARB(8)
  925. glDisableVertexAttribArrayARB(9)
  926. glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
  927. glUniform4fv(0,5,[-88.022438,32.020977,25.140131,0.000000])
  928. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003F1970,371144) GLSL=99 Textures[ (0,888) (0,2101) (1,17) (2,280) (3,887) (4,889) ]
  929. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  930. glDepthBoundsEXT(0.976201,0.985479)
  931. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  932. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  933. glUniform4fv(0,5,[-88.022438,32.020977,25.140131,0.000000])
  934. glDrawElementsBaseVertex(GL_TRIANGLES,36,GL_UNSIGNED_SHORT,003F19D0,371192) GLSL=99 Textures[ (0,888) (0,2101) (1,17) (2,280) (3,887) (4,889) ]
  935. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  936. glDepthBoundsEXT(0.978699,0.989184)
  937. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  938. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  939. glUniform4fv(0,5,[-88.284447,-31.049738,27.201342,0.000000])
  940. glDrawElementsBaseVertex(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,003F1840,371248) GLSL=99 Textures[ (0,888) (0,2101) (1,17) (2,280) (3,887) (4,889) ]
  941. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  942. glDepthBoundsEXT(0.978699,0.989184)
  943. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  944. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  945. glUniform4fv(0,5,[-88.284447,-31.049738,27.201342,0.000000])
  946. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003F1900,371296) GLSL=99 Textures[ (0,888) (0,2101) (1,17) (2,280) (3,887) (4,889) ]
  947. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  948. glDepthBoundsEXT(0.933608,0.991061)
  949. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  950. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  951. glUniform4fv(0,5,[-1080.000000,5120.000000,-148.000000,0.000000])
  952. glDrawElementsBaseVertex(GL_TRIANGLES,1332,GL_UNSIGNED_SHORT,001D3D80,1036830) GLSL=99 Textures[ (0,888) (0,2101) (1,17) (2,280) (3,887) (4,889) ]
  953. glEnable(GL_CULL_FACE)
  954. glCullFace(GL_FRONT)
  955. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  956. glDepthBoundsEXT(0.933608,0.991061)
  957. glDepthFunc(GL_EQUAL)
  958. glEnable(GL_BLEND)
  959. glBlendFunc(GL_ONE,GL_ONE)
  960. glColorMask(true,true,true,true)
  961. glDisable(GL_POLYGON_OFFSET_FILL)
  962. glDisable(GL_POLYGON_OFFSET_LINE)
  963. glEnable(GL_STENCIL_TEST)
  964. glStencilFunc(GL_EQUAL,128,255)
  965. glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
  966. glBindMultiTextureEXT(GL_TEXTURE2,GL_TEXTURE_2D,1305)
  967. glUseProgram(24)
  968. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,100)
  969. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,99)
  970. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,101)
  971. glUniform4fv(2,18,[-21.000029,21.848143,-76.704994,0.000000])
  972. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  973. glBindBufferARB(GL_ARRAY_BUFFER,7)
  974. glEnableVertexAttribArrayARB(0)
  975. glEnableVertexAttribArrayARB(2)
  976. glEnableVertexAttribArrayARB(3)
  977. glEnableVertexAttribArrayARB(4)
  978. glEnableVertexAttribArrayARB(8)
  979. glEnableVertexAttribArrayARB(9)
  980. glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
  981. glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
  982. glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
  983. glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
  984. glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
  985. glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
  986. glDrawElementsBaseVertex(GL_TRIANGLES,216,GL_UNSIGNED_SHORT,003F1F80,135678) GLSL=24 Textures[ (0,100) (0,2101) (1,17) (2,1305) (3,99) (4,101) ]
  987. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1972)
  988. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1973)
  989. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1974)
  990. glUniform4fv(2,18,[-368.000000,168.000000,12.000000,0.000000])
  991. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  992. glDrawElementsBaseVertex(GL_TRIANGLES,27,GL_UNSIGNED_SHORT,003F1A50,168286) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,1305) (3,1973) (4,1974) ]
  993. glUniform4fv(2,18,[-368.000000,168.000000,12.000000,0.000000])
  994. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  995. glDrawElementsBaseVertex(GL_TRIANGLES,579,GL_UNSIGNED_SHORT,003F1A90,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,1305) (3,1973) (4,1974) ]
  996. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1975)
  997. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1976)
  998. glUniform4fv(2,18,[-368.000000,168.000000,12.000000,0.000000])
  999. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1000. glDrawElementsBaseVertex(GL_TRIANGLES,579,GL_UNSIGNED_SHORT,003F1A90,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,1305) (3,1975) (4,1976) ]
  1001. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1983)
  1002. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1984)
  1003. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1985)
  1004. glUniform4fv(2,18,[-368.000000,168.000000,12.000000,0.000000])
  1005. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1006. glDrawElementsBaseVertex(GL_TRIANGLES,42,GL_UNSIGNED_SHORT,003F1F20,172004) GLSL=24 Textures[ (0,1983) (0,2101) (1,17) (2,1305) (3,1984) (4,1985) ]
  1007. glUseProgram(0)
  1008. glUseProgram(99)
  1009. glDepthFunc(GL_LEQUAL)
  1010. glDisable(GL_BLEND)
  1011. glColorMask(false,false,false,false)
  1012. glPolygonOffset(0.000000,1.000000)
  1013. glEnable(GL_POLYGON_OFFSET_FILL)
  1014. glEnable(GL_POLYGON_OFFSET_LINE)
  1015. glEnable(GL_STENCIL_TEST)
  1016. glStencilFunc(GL_ALWAYS,128,255)
  1017. glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
  1018. glDisable(GL_CULL_FACE)
  1019. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1020. glDepthBoundsEXT(0.982330,0.986403)
  1021. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  1022. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  1023. glBindBufferARB(GL_ARRAY_BUFFER,7)
  1024. glEnableVertexAttribArrayARB(0)
  1025. glDisableVertexAttribArrayARB(2)
  1026. glDisableVertexAttribArrayARB(3)
  1027. glDisableVertexAttribArrayARB(4)
  1028. glDisableVertexAttribArrayARB(8)
  1029. glDisableVertexAttribArrayARB(9)
  1030. glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
  1031. glUniform4fv(0,5,[-21.000029,21.848143,-76.704994,0.000000])
  1032. glDrawElementsBaseVertex(GL_TRIANGLES,168,GL_UNSIGNED_SHORT,003F2130,271704) GLSL=99 Textures[ (0,1983) (0,2101) (1,17) (2,1305) (3,1984) (4,1985) ]
  1033. glEnable(GL_CULL_FACE)
  1034. glCullFace(GL_FRONT)
  1035. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1036. glDepthBoundsEXT(0.933608,0.991061)
  1037. glDepthFunc(GL_EQUAL)
  1038. glEnable(GL_BLEND)
  1039. glBlendFunc(GL_ONE,GL_ONE)
  1040. glColorMask(true,true,true,true)
  1041. glDisable(GL_POLYGON_OFFSET_FILL)
  1042. glDisable(GL_POLYGON_OFFSET_LINE)
  1043. glEnable(GL_STENCIL_TEST)
  1044. glStencilFunc(GL_EQUAL,128,255)
  1045. glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
  1046. glUseProgram(24)
  1047. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,71)
  1048. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,72)
  1049. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,73)
  1050. glUniform4fv(2,18,[-88.022438,32.020977,25.140131,0.000000])
  1051. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1052. glBindBufferARB(GL_ARRAY_BUFFER,7)
  1053. glEnableVertexAttribArrayARB(0)
  1054. glEnableVertexAttribArrayARB(2)
  1055. glEnableVertexAttribArrayARB(3)
  1056. glEnableVertexAttribArrayARB(4)
  1057. glEnableVertexAttribArrayARB(8)
  1058. glEnableVertexAttribArrayARB(9)
  1059. glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
  1060. glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
  1061. glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
  1062. glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
  1063. glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
  1064. glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
  1065. glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,003F1950,185560) GLSL=24 Textures[ (0,71) (0,2101) (1,17) (2,1305) (3,72) (4,73) ]
  1066. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
  1067. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
  1068. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
  1069. glUniform4fv(2,18,[-88.022438,32.020977,25.140131,0.000000])
  1070. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1071. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003F19C0,185584) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,1305) (3,470) (4,471) ]
  1072. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,71)
  1073. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,72)
  1074. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,73)
  1075. glUniform4fv(2,18,[-88.284447,-31.049738,27.201342,0.000000])
  1076. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1077. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003F1830,185608) GLSL=24 Textures[ (0,71) (0,2101) (1,17) (2,1305) (3,72) (4,73) ]
  1078. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
  1079. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
  1080. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
  1081. glUniform4fv(2,18,[-88.284447,-31.049738,27.201342,0.000000])
  1082. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1083. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003F18F0,185640) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,1305) (3,470) (4,471) ]
  1084. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,451)
  1085. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,452)
  1086. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,453)
  1087. glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
  1088. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1089. glDrawElementsBaseVertex(GL_TRIANGLES,36,GL_UNSIGNED_SHORT,003F13F0,240248) GLSL=24 Textures[ (0,451) (0,2101) (1,17) (2,1305) (3,452) (4,453) ]
  1090. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,71)
  1091. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,72)
  1092. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,73)
  1093. glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
  1094. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1095. glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,003F1440,240522) GLSL=24 Textures[ (0,71) (0,2101) (1,17) (2,1305) (3,72) (4,73) ]
  1096. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,647)
  1097. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,648)
  1098. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,649)
  1099. glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
  1100. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1101. glDrawElementsBaseVertex(GL_TRIANGLES,3,GL_UNSIGNED_SHORT,003F1460,241258) GLSL=24 Textures[ (0,647) (0,2101) (1,17) (2,1305) (3,648) (4,649) ]
  1102. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,545)
  1103. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,546)
  1104. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,547)
  1105. glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
  1106. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1107. glDrawElementsBaseVertex(GL_TRIANGLES,57,GL_UNSIGNED_SHORT,003F1470,241694) GLSL=24 Textures[ (0,545) (0,2101) (1,17) (2,1305) (3,546) (4,547) ]
  1108. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,580)
  1109. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,581)
  1110. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,582)
  1111. glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
  1112. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1113. glDrawElementsBaseVertex(GL_TRIANGLES,108,GL_UNSIGNED_SHORT,003F14F0,241862) GLSL=24 Textures[ (0,580) (0,2101) (1,17) (2,1305) (3,581) (4,582) ]
  1114. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
  1115. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
  1116. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
  1117. glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
  1118. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1119. glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,003F15D0,242874) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,1305) (3,470) (4,471) ]
  1120. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,664)
  1121. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,665)
  1122. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,666)
  1123. glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
  1124. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1125. glDrawElementsBaseVertex(GL_TRIANGLES,33,GL_UNSIGNED_SHORT,003F15F0,243028) GLSL=24 Textures[ (0,664) (0,2101) (1,17) (2,1305) (3,665) (4,666) ]
  1126. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,705)
  1127. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,706)
  1128. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,707)
  1129. glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
  1130. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1131. glDrawElementsBaseVertex(GL_TRIANGLES,63,GL_UNSIGNED_SHORT,003F1640,243876) GLSL=24 Textures[ (0,705) (0,2101) (1,17) (2,1305) (3,706) (4,707) ]
  1132. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,86)
  1133. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,87)
  1134. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,88)
  1135. glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
  1136. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1137. glDrawElementsBaseVertex(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,003F16C0,244178) GLSL=24 Textures[ (0,86) (0,2101) (1,17) (2,1305) (3,87) (4,88) ]
  1138. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,855)
  1139. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,857)
  1140. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,858)
  1141. glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
  1142. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1143. glDrawElementsBaseVertex(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,003F1700,244642) GLSL=24 Textures[ (0,855) (0,2101) (1,17) (2,1305) (3,857) (4,858) ]
  1144. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,461)
  1145. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,725)
  1146. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,660)
  1147. glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
  1148. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1149. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003F1750,244774) GLSL=24 Textures[ (0,461) (0,2101) (1,17) (2,1305) (3,725) (4,660) ]
  1150. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,659)
  1151. glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
  1152. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1153. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003F1780,244846) GLSL=24 Textures[ (0,461) (0,2101) (1,17) (2,1305) (3,659) (4,660) ]
  1154. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,894)
  1155. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,895)
  1156. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,896)
  1157. glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
  1158. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1159. glDrawElementsBaseVertex(GL_TRIANGLES,9,GL_UNSIGNED_SHORT,003F17B0,245238) GLSL=24 Textures[ (0,894) (0,2101) (1,17) (2,1305) (3,895) (4,896) ]
  1160. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,607)
  1161. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,608)
  1162. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,609)
  1163. glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
  1164. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1165. glDrawElementsBaseVertex(GL_TRIANGLES,3,GL_UNSIGNED_SHORT,003F17D0,247098) GLSL=24 Textures[ (0,607) (0,2101) (1,17) (2,1305) (3,608) (4,609) ]
  1166. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,448)
  1167. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,449)
  1168. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,450)
  1169. glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
  1170. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1171. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003F17E0,247122) GLSL=24 Textures[ (0,448) (0,2101) (1,17) (2,1305) (3,449) (4,450) ]
  1172. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,855)
  1173. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,857)
  1174. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,858)
  1175. glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
  1176. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1177. glDrawElementsBaseVertex(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,003F17F0,247172) GLSL=24 Textures[ (0,855) (0,2101) (1,17) (2,1305) (3,857) (4,858) ]
  1178. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,848)
  1179. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,849)
  1180. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,850)
  1181. glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
  1182. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1183. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003F13B0,365746) GLSL=24 Textures[ (0,848) (0,2101) (1,17) (2,1305) (3,849) (4,850) ]
  1184. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,705)
  1185. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,706)
  1186. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,707)
  1187. glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
  1188. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1189. glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,003F13C0,365754) GLSL=24 Textures[ (0,705) (0,2101) (1,17) (2,1305) (3,706) (4,707) ]
  1190. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,894)
  1191. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,895)
  1192. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,896)
  1193. glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
  1194. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1195. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003F13E0,365770) GLSL=24 Textures[ (0,894) (0,2101) (1,17) (2,1305) (3,895) (4,896) ]
  1196. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,888)
  1197. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,887)
  1198. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,889)
  1199. glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
  1200. glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
  1201. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003F1740,244766) GLSL=24 Textures[ (0,888) (0,2101) (1,17) (2,1305) (3,887) (4,889) ]
  1202. glUseProgram(0)
  1203. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1204. glDepthBoundsEXT(0.942086,0.990520)
  1205. glScissor(480,0,1121,913)
  1206. glDepthFunc(GL_LEQUAL)
  1207. glDisable(GL_BLEND)
  1208. glDepthMask(true)
  1209. glDisable(GL_STENCIL_TEST)
  1210. glStencilFunc(GL_ALWAYS,0,0)
  1211. glClearStencil(128)
  1212. glClear(GL_STENCIL_BUFFER_BIT)
  1213. glUseProgram(99)
  1214. glDepthMask(false)
  1215. glColorMask(false,false,false,false)
  1216. glPolygonOffset(0.000000,1.000000)
  1217. glEnable(GL_POLYGON_OFFSET_FILL)
  1218. glEnable(GL_POLYGON_OFFSET_LINE)
  1219. glEnable(GL_STENCIL_TEST)
  1220. glStencilFunc(GL_ALWAYS,128,255)
  1221. glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
  1222. glDisable(GL_CULL_FACE)
  1223. glScissor(485,0,1115,900)
  1224. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1225. glDepthBoundsEXT(0.976323,0.989405)
  1226. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  1227. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  1228. glBindBufferARB(GL_ARRAY_BUFFER,7)
  1229. glEnableVertexAttribArrayARB(0)
  1230. glDisableVertexAttribArrayARB(2)
  1231. glDisableVertexAttribArrayARB(3)
  1232. glDisableVertexAttribArrayARB(4)
  1233. glDisableVertexAttribArrayARB(8)
  1234. glDisableVertexAttribArrayARB(9)
  1235. glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
  1236. glUniform4fv(0,5,[63.818382,48.203358,221.248505,0.000000])
  1237. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,00383A00,371144) GLSL=99 Textures[ (0,888) (0,2101) (1,17) (2,1305) (3,887) (4,889) ]
  1238. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1239. glDepthBoundsEXT(0.976323,0.989405)
  1240. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  1241. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  1242. glUniform4fv(0,5,[63.818382,48.203358,221.248505,0.000000])
  1243. glDrawElementsBaseVertex(GL_TRIANGLES,36,GL_UNSIGNED_SHORT,00383A60,371192) GLSL=99 Textures[ (0,888) (0,2101) (1,17) (2,1305) (3,887) (4,889) ]
  1244. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1245. glDepthBoundsEXT(0.982085,0.990520)
  1246. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  1247. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  1248. glUniform4fv(0,5,[63.762661,-15.317097,223.186447,0.000000])
  1249. glDrawElementsBaseVertex(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,003838C0,371248) GLSL=99 Textures[ (0,888) (0,2101) (1,17) (2,1305) (3,887) (4,889) ]
  1250. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1251. glDepthBoundsEXT(0.982085,0.990520)
  1252. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  1253. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  1254. glUniform4fv(0,5,[63.762661,-15.317097,223.186447,0.000000])
  1255. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,00383990,371296) GLSL=99 Textures[ (0,888) (0,2101) (1,17) (2,1305) (3,887) (4,889) ]
  1256. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1257. glDepthBoundsEXT(0.942086,0.990520)
  1258. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  1259. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  1260. glUniform4fv(0,5,[-928.000000,5136.000000,48.000000,0.000000])
  1261. glDrawElementsBaseVertex(GL_TRIANGLES,1932,GL_UNSIGNED_SHORT,00167DF0,938934) GLSL=99 Textures[ (0,888) (0,2101) (1,17) (2,1305) (3,887) (4,889) ]
  1262. glEnable(GL_CULL_FACE)
  1263. glCullFace(GL_FRONT)
  1264. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1265. glDepthBoundsEXT(0.942086,0.990520)
  1266. glDepthFunc(GL_EQUAL)
  1267. glEnable(GL_BLEND)
  1268. glBlendFunc(GL_ONE,GL_ONE)
  1269. glColorMask(true,true,true,true)
  1270. glDisable(GL_POLYGON_OFFSET_FILL)
  1271. glDisable(GL_POLYGON_OFFSET_LINE)
  1272. glEnable(GL_STENCIL_TEST)
  1273. glStencilFunc(GL_EQUAL,128,255)
  1274. glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
  1275. glBindMultiTextureEXT(GL_TEXTURE2,GL_TEXTURE_2D,156)
  1276. glUseProgram(24)
  1277. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1972)
  1278. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1973)
  1279. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1974)
  1280. glUniform4fv(2,18,[-216.000000,184.000000,208.000000,0.000000])
  1281. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1282. glBindBufferARB(GL_ARRAY_BUFFER,7)
  1283. glEnableVertexAttribArrayARB(0)
  1284. glEnableVertexAttribArrayARB(2)
  1285. glEnableVertexAttribArrayARB(3)
  1286. glEnableVertexAttribArrayARB(4)
  1287. glEnableVertexAttribArrayARB(8)
  1288. glEnableVertexAttribArrayARB(9)
  1289. glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
  1290. glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
  1291. glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
  1292. glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
  1293. glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
  1294. glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
  1295. glDrawElementsBaseVertex(GL_TRIANGLES,219,GL_UNSIGNED_SHORT,00383AE0,168286) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,156) (3,1973) (4,1974) ]
  1296. glUniform4fv(2,18,[-216.000000,184.000000,208.000000,0.000000])
  1297. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1298. glDrawElementsBaseVertex(GL_TRIANGLES,81,GL_UNSIGNED_SHORT,00383CA0,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,156) (3,1973) (4,1974) ]
  1299. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1975)
  1300. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1976)
  1301. glUniform4fv(2,18,[-216.000000,184.000000,208.000000,0.000000])
  1302. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1303. glDrawElementsBaseVertex(GL_TRIANGLES,81,GL_UNSIGNED_SHORT,00383CA0,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,156) (3,1975) (4,1976) ]
  1304. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1977)
  1305. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1978)
  1306. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1979)
  1307. glUniform4fv(2,18,[-216.000000,184.000000,208.000000,0.000000])
  1308. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1309. glDrawElementsBaseVertex(GL_TRIANGLES,630,GL_UNSIGNED_SHORT,00383D50,171316) GLSL=24 Textures[ (0,1977) (0,2101) (1,17) (2,156) (3,1978) (4,1979) ]
  1310. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1983)
  1311. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1984)
  1312. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1985)
  1313. glUniform4fv(2,18,[-216.000000,184.000000,208.000000,0.000000])
  1314. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1315. glDrawElementsBaseVertex(GL_TRIANGLES,591,GL_UNSIGNED_SHORT,003842F0,172004) GLSL=24 Textures[ (0,1983) (0,2101) (1,17) (2,156) (3,1984) (4,1985) ]
  1316. glUseProgram(0)
  1317. glUseProgram(99)
  1318. glDepthFunc(GL_LEQUAL)
  1319. glDisable(GL_BLEND)
  1320. glColorMask(false,false,false,false)
  1321. glPolygonOffset(0.000000,1.000000)
  1322. glEnable(GL_POLYGON_OFFSET_FILL)
  1323. glEnable(GL_POLYGON_OFFSET_LINE)
  1324. glEnable(GL_STENCIL_TEST)
  1325. glStencilFunc(GL_ALWAYS,128,255)
  1326. glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
  1327. glDisable(GL_CULL_FACE)
  1328. glUseProgram(100)
  1329. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1330. glDepthBoundsEXT(0.942086,0.975297)
  1331. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  1332. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  1333. glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,2)
  1334. glBindBufferRange(GL_UNIFORM_BUFFER,0,3,0,2016)
  1335. glBindBufferARB(GL_ARRAY_BUFFER,7)
  1336. glEnableVertexAttribArrayARB(0)
  1337. glDisableVertexAttribArrayARB(2)
  1338. glEnableVertexAttribArrayARB(3)
  1339. glEnableVertexAttribArrayARB(4)
  1340. glDisableVertexAttribArrayARB(8)
  1341. glDisableVertexAttribArrayARB(9)
  1342. glVertexAttribPointerARB(0,4,GL_FLOAT,false,32,00000000)
  1343. glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000010)
  1344. glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,00000014)
  1345. glUniform4fv(0,5,[-85.000000,112.000000,-32.000000,0.000000])
  1346. glDrawElementsBaseVertex(GL_TRIANGLES,324,GL_UNSIGNED_SHORT,0003A9F0,121598) GLSL=100 Textures[ (0,1983) (0,2101) (1,17) (2,156) (3,1984) (4,1985) ]
  1347. glEnable(GL_CULL_FACE)
  1348. glCullFace(GL_FRONT)
  1349. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1350. glDepthBoundsEXT(0.942086,0.990520)
  1351. glDepthFunc(GL_EQUAL)
  1352. glEnable(GL_BLEND)
  1353. glBlendFunc(GL_ONE,GL_ONE)
  1354. glColorMask(true,true,true,true)
  1355. glDisable(GL_POLYGON_OFFSET_FILL)
  1356. glDisable(GL_POLYGON_OFFSET_LINE)
  1357. glEnable(GL_STENCIL_TEST)
  1358. glStencilFunc(GL_EQUAL,128,255)
  1359. glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
  1360. glUseProgram(24)
  1361. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,71)
  1362. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,72)
  1363. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,73)
  1364. glUniform4fv(2,18,[63.818382,48.203358,221.248505,0.000000])
  1365. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1366. glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,8)
  1367. glBindBufferARB(GL_ARRAY_BUFFER,7)
  1368. glEnableVertexAttribArrayARB(0)
  1369. glEnableVertexAttribArrayARB(2)
  1370. glEnableVertexAttribArrayARB(3)
  1371. glEnableVertexAttribArrayARB(4)
  1372. glEnableVertexAttribArrayARB(8)
  1373. glEnableVertexAttribArrayARB(9)
  1374. glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
  1375. glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
  1376. glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
  1377. glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
  1378. glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
  1379. glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
  1380. glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,003839E0,185560) GLSL=24 Textures[ (0,71) (0,2101) (1,17) (2,156) (3,72) (4,73) ]
  1381. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
  1382. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
  1383. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
  1384. glUniform4fv(2,18,[63.818382,48.203358,221.248505,0.000000])
  1385. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1386. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,00383A50,185584) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,156) (3,470) (4,471) ]
  1387. glUniform4fv(2,18,[63.762661,-15.317097,223.186447,0.000000])
  1388. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1389. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,00383980,185640) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,156) (3,470) (4,471) ]
  1390. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,71)
  1391. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,72)
  1392. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,73)
  1393. glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
  1394. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1395. glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,003831E0,240522) GLSL=24 Textures[ (0,71) (0,2101) (1,17) (2,156) (3,72) (4,73) ]
  1396. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,647)
  1397. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,648)
  1398. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,649)
  1399. glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
  1400. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1401. glDrawElementsBaseVertex(GL_TRIANGLES,72,GL_UNSIGNED_SHORT,00383220,241258) GLSL=24 Textures[ (0,647) (0,2101) (1,17) (2,156) (3,648) (4,649) ]
  1402. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,545)
  1403. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,546)
  1404. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,547)
  1405. glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
  1406. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1407. glDrawElementsBaseVertex(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,003832B0,241694) GLSL=24 Textures[ (0,545) (0,2101) (1,17) (2,156) (3,546) (4,547) ]
  1408. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,580)
  1409. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,581)
  1410. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,582)
  1411. glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
  1412. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1413. glDrawElementsBaseVertex(GL_TRIANGLES,117,GL_UNSIGNED_SHORT,00383310,241862) GLSL=24 Textures[ (0,580) (0,2101) (1,17) (2,156) (3,581) (4,582) ]
  1414. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
  1415. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
  1416. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
  1417. glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
  1418. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1419. glDrawElementsBaseVertex(GL_TRIANGLES,27,GL_UNSIGNED_SHORT,00383400,242874) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,156) (3,470) (4,471) ]
  1420. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,664)
  1421. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,665)
  1422. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,666)
  1423. glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
  1424. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1425. glDrawElementsBaseVertex(GL_TRIANGLES,27,GL_UNSIGNED_SHORT,00383440,243028) GLSL=24 Textures[ (0,664) (0,2101) (1,17) (2,156) (3,665) (4,666) ]
  1426. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,661)
  1427. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,662)
  1428. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,663)
  1429. glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
  1430. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1431. glDrawElementsBaseVertex(GL_TRIANGLES,51,GL_UNSIGNED_SHORT,003834A0,243556) GLSL=24 Textures[ (0,661) (0,2101) (1,17) (2,156) (3,662) (4,663) ]
  1432. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,705)
  1433. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,706)
  1434. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,707)
  1435. glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
  1436. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1437. glDrawElementsBaseVertex(GL_TRIANGLES,63,GL_UNSIGNED_SHORT,00383510,243876) GLSL=24 Textures[ (0,705) (0,2101) (1,17) (2,156) (3,706) (4,707) ]
  1438. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,86)
  1439. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,87)
  1440. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,88)
  1441. glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
  1442. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1443. glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,00383610,244178) GLSL=24 Textures[ (0,86) (0,2101) (1,17) (2,156) (3,87) (4,88) ]
  1444. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,4)
  1445. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,467)
  1446. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,468)
  1447. glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
  1448. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1449. glDrawElementsBaseVertex(GL_TRIANGLES,33,GL_UNSIGNED_SHORT,00383680,244470) GLSL=24 Textures[ (0,4) (0,2101) (1,17) (2,156) (3,467) (4,468) ]
  1450. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,653)
  1451. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,654)
  1452. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,655)
  1453. glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
  1454. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1455. glDrawElementsBaseVertex(GL_TRIANGLES,21,GL_UNSIGNED_SHORT,003836D0,244714) GLSL=24 Textures[ (0,653) (0,2101) (1,17) (2,156) (3,654) (4,655) ]
  1456. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,461)
  1457. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,725)
  1458. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,660)
  1459. glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
  1460. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1461. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,00383700,244774) GLSL=24 Textures[ (0,461) (0,2101) (1,17) (2,156) (3,725) (4,660) ]
  1462. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,659)
  1463. glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
  1464. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1465. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,00383730,244846) GLSL=24 Textures[ (0,461) (0,2101) (1,17) (2,156) (3,659) (4,660) ]
  1466. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,894)
  1467. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,895)
  1468. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,896)
  1469. glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
  1470. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1471. glDrawElementsBaseVertex(GL_TRIANGLES,9,GL_UNSIGNED_SHORT,00383760,245238) GLSL=24 Textures[ (0,894) (0,2101) (1,17) (2,156) (3,895) (4,896) ]
  1472. glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
  1473. glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
  1474. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003831D0,365770) GLSL=24 Textures[ (0,894) (0,2101) (1,17) (2,156) (3,895) (4,896) ]
  1475. glUseProgram(0)
  1476. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1477. glDepthBoundsEXT(0.971706,0.992147)
  1478. glScissor(144,32,1137,881)
  1479. glDepthFunc(GL_LEQUAL)
  1480. glDisable(GL_BLEND)
  1481. glDepthMask(true)
  1482. glDisable(GL_STENCIL_TEST)
  1483. glStencilFunc(GL_ALWAYS,0,0)
  1484. glClearStencil(128)
  1485. glClear(GL_STENCIL_BUFFER_BIT)
  1486. glUseProgram(99)
  1487. glDepthMask(false)
  1488. glColorMask(false,false,false,false)
  1489. glPolygonOffset(0.000000,1.000000)
  1490. glEnable(GL_POLYGON_OFFSET_FILL)
  1491. glEnable(GL_POLYGON_OFFSET_LINE)
  1492. glEnable(GL_STENCIL_TEST)
  1493. glStencilFunc(GL_ALWAYS,128,255)
  1494. glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
  1495. glDisable(GL_CULL_FACE)
  1496. glScissor(147,32,1125,868)
  1497. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1498. glDepthBoundsEXT(0.976277,0.985489)
  1499. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  1500. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  1501. glBindBufferARB(GL_ARRAY_BUFFER,7)
  1502. glEnableVertexAttribArrayARB(0)
  1503. glDisableVertexAttribArrayARB(2)
  1504. glDisableVertexAttribArrayARB(3)
  1505. glDisableVertexAttribArrayARB(4)
  1506. glDisableVertexAttribArrayARB(8)
  1507. glDisableVertexAttribArrayARB(9)
  1508. glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
  1509. glUniform4fv(0,5,[-112.136238,48.146969,165.106125,0.000000])
  1510. glDrawElementsBaseVertex(GL_TRIANGLES,36,GL_UNSIGNED_SHORT,003E6290,371192) GLSL=99 Textures[ (0,894) (0,2101) (1,17) (2,156) (3,895) (4,896) ]
  1511. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1512. glDepthBoundsEXT(0.981352,0.989135)
  1513. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  1514. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  1515. glUniform4fv(0,5,[-112.223831,-14.516294,167.149734,0.000000])
  1516. glDrawElementsBaseVertex(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,003E6150,371248) GLSL=99 Textures[ (0,894) (0,2101) (1,17) (2,156) (3,895) (4,896) ]
  1517. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1518. glDepthBoundsEXT(0.981352,0.989135)
  1519. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  1520. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  1521. glUniform4fv(0,5,[-112.223831,-14.516294,167.149734,0.000000])
  1522. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003E6210,371296) GLSL=99 Textures[ (0,894) (0,2101) (1,17) (2,156) (3,895) (4,896) ]
  1523. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1524. glDepthBoundsEXT(0.983347,0.989073)
  1525. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  1526. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  1527. glUniform4fv(0,5,[-63.999992,-109.000008,120.000000,0.000000])
  1528. glDrawElementsBaseVertex(GL_TRIANGLES,72,GL_UNSIGNED_SHORT,003E58B0,306300) GLSL=99 Textures[ (0,894) (0,2101) (1,17) (2,156) (3,895) (4,896) ]
  1529. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1530. glDepthBoundsEXT(0.985562,0.989252)
  1531. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  1532. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  1533. glUniform4fv(0,5,[-63.999992,-109.000008,120.000000,0.000000])
  1534. glDrawElementsBaseVertex(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,003E5700,306460) GLSL=99 Textures[ (0,894) (0,2101) (1,17) (2,156) (3,895) (4,896) ]
  1535. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1536. glDepthBoundsEXT(0.982422,0.991338)
  1537. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  1538. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  1539. glUniform4fv(0,5,[-64.000000,-108.000000,120.000000,0.000000])
  1540. glDrawElementsBaseVertex(GL_TRIANGLES,246,GL_UNSIGNED_SHORT,003E5130,300914) GLSL=99 Textures[ (0,894) (0,2101) (1,17) (2,156) (3,895) (4,896) ]
  1541. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1542. glDepthBoundsEXT(0.971706,0.992147)
  1543. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  1544. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  1545. glUniform4fv(0,5,[-1104.000000,5136.000000,-8.000000,0.000000])
  1546. glDrawElementsBaseVertex(GL_TRIANGLES,1284,GL_UNSIGNED_SHORT,001C56F0,1024384) GLSL=99 Textures[ (0,894) (0,2101) (1,17) (2,156) (3,895) (4,896) ]
  1547. glEnable(GL_CULL_FACE)
  1548. glCullFace(GL_FRONT)
  1549. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1550. glDepthBoundsEXT(0.971706,0.992147)
  1551. glDepthFunc(GL_EQUAL)
  1552. glEnable(GL_BLEND)
  1553. glBlendFunc(GL_ONE,GL_ONE)
  1554. glColorMask(true,true,true,true)
  1555. glDisable(GL_POLYGON_OFFSET_FILL)
  1556. glDisable(GL_POLYGON_OFFSET_LINE)
  1557. glEnable(GL_STENCIL_TEST)
  1558. glStencilFunc(GL_EQUAL,128,255)
  1559. glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
  1560. glBindMultiTextureEXT(GL_TEXTURE2,GL_TEXTURE_2D,1712)
  1561. glUseProgram(24)
  1562. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,100)
  1563. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,99)
  1564. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,101)
  1565. glUniform4fv(2,18,[118.999977,50.029373,-70.555412,0.000000])
  1566. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1567. glBindBufferARB(GL_ARRAY_BUFFER,7)
  1568. glEnableVertexAttribArrayARB(0)
  1569. glEnableVertexAttribArrayARB(2)
  1570. glEnableVertexAttribArrayARB(3)
  1571. glEnableVertexAttribArrayARB(4)
  1572. glEnableVertexAttribArrayARB(8)
  1573. glEnableVertexAttribArrayARB(9)
  1574. glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
  1575. glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
  1576. glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
  1577. glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
  1578. glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
  1579. glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
  1580. glDrawElementsBaseVertex(GL_TRIANGLES,792,GL_UNSIGNED_SHORT,003E69F0,135678) GLSL=24 Textures[ (0,100) (0,2101) (1,17) (2,1712) (3,99) (4,101) ]
  1581. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1972)
  1582. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1973)
  1583. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1974)
  1584. glUniform4fv(2,18,[-392.000000,184.000000,152.000000,0.000000])
  1585. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1586. glDrawElementsBaseVertex(GL_TRIANGLES,147,GL_UNSIGNED_SHORT,003E6310,168286) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,1712) (3,1973) (4,1974) ]
  1587. glUniform4fv(2,18,[-392.000000,184.000000,152.000000,0.000000])
  1588. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1589. glDrawElementsBaseVertex(GL_TRIANGLES,726,GL_UNSIGNED_SHORT,003E6440,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,1712) (3,1973) (4,1974) ]
  1590. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1975)
  1591. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1976)
  1592. glUniform4fv(2,18,[-392.000000,184.000000,152.000000,0.000000])
  1593. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1594. glDrawElementsBaseVertex(GL_TRIANGLES,726,GL_UNSIGNED_SHORT,003E6440,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,1712) (3,1975) (4,1976) ]
  1595. glUseProgram(0)
  1596. glUseProgram(99)
  1597. glDepthFunc(GL_LEQUAL)
  1598. glDisable(GL_BLEND)
  1599. glColorMask(false,false,false,false)
  1600. glPolygonOffset(0.000000,1.000000)
  1601. glEnable(GL_POLYGON_OFFSET_FILL)
  1602. glEnable(GL_POLYGON_OFFSET_LINE)
  1603. glEnable(GL_STENCIL_TEST)
  1604. glStencilFunc(GL_ALWAYS,128,255)
  1605. glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
  1606. glDisable(GL_CULL_FACE)
  1607. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1608. glDepthBoundsEXT(0.983897,0.987358)
  1609. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  1610. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  1611. glBindBufferARB(GL_ARRAY_BUFFER,7)
  1612. glEnableVertexAttribArrayARB(0)
  1613. glDisableVertexAttribArrayARB(2)
  1614. glDisableVertexAttribArrayARB(3)
  1615. glDisableVertexAttribArrayARB(4)
  1616. glDisableVertexAttribArrayARB(8)
  1617. glDisableVertexAttribArrayARB(9)
  1618. glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
  1619. glUniform4fv(0,5,[118.999977,50.029373,-70.555412,0.000000])
  1620. glDrawElementsBaseVertex(GL_TRIANGLES,336,GL_UNSIGNED_SHORT,003E7020,271704) GLSL=99 Textures[ (0,1972) (0,2101) (1,17) (2,1712) (3,1975) (4,1976) ]
  1621. glEnable(GL_CULL_FACE)
  1622. glCullFace(GL_FRONT)
  1623. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1624. glDepthBoundsEXT(0.971706,0.992147)
  1625. glDepthFunc(GL_EQUAL)
  1626. glEnable(GL_BLEND)
  1627. glBlendFunc(GL_ONE,GL_ONE)
  1628. glColorMask(true,true,true,true)
  1629. glDisable(GL_POLYGON_OFFSET_FILL)
  1630. glDisable(GL_POLYGON_OFFSET_LINE)
  1631. glEnable(GL_STENCIL_TEST)
  1632. glStencilFunc(GL_EQUAL,128,255)
  1633. glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
  1634. glUseProgram(24)
  1635. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,71)
  1636. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,72)
  1637. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,73)
  1638. glUniform4fv(2,18,[-112.136238,48.146969,165.106125,0.000000])
  1639. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1640. glBindBufferARB(GL_ARRAY_BUFFER,7)
  1641. glEnableVertexAttribArrayARB(0)
  1642. glEnableVertexAttribArrayARB(2)
  1643. glEnableVertexAttribArrayARB(3)
  1644. glEnableVertexAttribArrayARB(4)
  1645. glEnableVertexAttribArrayARB(8)
  1646. glEnableVertexAttribArrayARB(9)
  1647. glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
  1648. glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
  1649. glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
  1650. glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
  1651. glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
  1652. glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
  1653. glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,003E6260,185560) GLSL=24 Textures[ (0,71) (0,2101) (1,17) (2,1712) (3,72) (4,73) ]
  1654. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
  1655. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
  1656. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
  1657. glUniform4fv(2,18,[-112.136238,48.146969,165.106125,0.000000])
  1658. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1659. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E6280,185584) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,1712) (3,470) (4,471) ]
  1660. glUniform4fv(2,18,[-112.223831,-14.516294,167.149734,0.000000])
  1661. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1662. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E6200,185640) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,1712) (3,470) (4,471) ]
  1663. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1757)
  1664. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1759)
  1665. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1758)
  1666. glUniform4fv(2,18,[-63.999992,-109.000008,120.000000,0.000000])
  1667. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1668. glDrawElementsBaseVertex(GL_TRIANGLES,96,GL_UNSIGNED_SHORT,003E57F0,153098) GLSL=24 Textures[ (0,1757) (0,2101) (1,17) (2,1712) (3,1759) (4,1758) ]
  1669. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1761)
  1670. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1760)
  1671. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1762)
  1672. glUniform4fv(2,18,[-63.999992,-109.000008,120.000000,0.000000])
  1673. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1674. glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,003E56D0,153202) GLSL=24 Textures[ (0,1761) (0,2101) (1,17) (2,1712) (3,1760) (4,1762) ]
  1675. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1718)
  1676. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1717)
  1677. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1719)
  1678. glUniform4fv(2,18,[-64.000000,-108.000000,120.000000,0.000000])
  1679. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1680. glDrawElementsBaseVertex(GL_TRIANGLES,111,GL_UNSIGNED_SHORT,003E5050,150282) GLSL=24 Textures[ (0,1718) (0,2101) (1,17) (2,1712) (3,1717) (4,1719) ]
  1681. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,451)
  1682. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,452)
  1683. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,453)
  1684. glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
  1685. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1686. glDrawElementsBaseVertex(GL_TRIANGLES,54,GL_UNSIGNED_SHORT,003E5A70,240248) GLSL=24 Textures[ (0,451) (0,2101) (1,17) (2,1712) (3,452) (4,453) ]
  1687. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,71)
  1688. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,72)
  1689. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,73)
  1690. glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
  1691. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1692. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E5AE0,240522) GLSL=24 Textures[ (0,71) (0,2101) (1,17) (2,1712) (3,72) (4,73) ]
  1693. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,874)
  1694. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,875)
  1695. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,876)
  1696. glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
  1697. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1698. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E5AF0,241214) GLSL=24 Textures[ (0,874) (0,2101) (1,17) (2,1712) (3,875) (4,876) ]
  1699. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,647)
  1700. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,648)
  1701. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,649)
  1702. glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
  1703. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1704. glDrawElementsBaseVertex(GL_TRIANGLES,129,GL_UNSIGNED_SHORT,003E5B00,241258) GLSL=24 Textures[ (0,647) (0,2101) (1,17) (2,1712) (3,648) (4,649) ]
  1705. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,545)
  1706. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,546)
  1707. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,547)
  1708. glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
  1709. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1710. glDrawElementsBaseVertex(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,003E5C10,241694) GLSL=24 Textures[ (0,545) (0,2101) (1,17) (2,1712) (3,546) (4,547) ]
  1711. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,580)
  1712. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,581)
  1713. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,582)
  1714. glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
  1715. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1716. glDrawElementsBaseVertex(GL_TRIANGLES,135,GL_UNSIGNED_SHORT,003E5C70,241862) GLSL=24 Textures[ (0,580) (0,2101) (1,17) (2,1712) (3,581) (4,582) ]
  1717. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
  1718. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
  1719. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
  1720. glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
  1721. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1722. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003E5D80,242874) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,1712) (3,470) (4,471) ]
  1723. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,567)
  1724. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,568)
  1725. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,569)
  1726. glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
  1727. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1728. glDrawElementsBaseVertex(GL_TRIANGLES,27,GL_UNSIGNED_SHORT,003E5DB0,242984) GLSL=24 Textures[ (0,567) (0,2101) (1,17) (2,1712) (3,568) (4,569) ]
  1729. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,664)
  1730. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,665)
  1731. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,666)
  1732. glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
  1733. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1734. glDrawElementsBaseVertex(GL_TRIANGLES,39,GL_UNSIGNED_SHORT,003E5DF0,243028) GLSL=24 Textures[ (0,664) (0,2101) (1,17) (2,1712) (3,665) (4,666) ]
  1735. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,595)
  1736. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,596)
  1737. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,597)
  1738. glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
  1739. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1740. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E5E40,243468) GLSL=24 Textures[ (0,595) (0,2101) (1,17) (2,1712) (3,596) (4,597) ]
  1741. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,661)
  1742. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,662)
  1743. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,663)
  1744. glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
  1745. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1746. glDrawElementsBaseVertex(GL_TRIANGLES,96,GL_UNSIGNED_SHORT,003E5E50,243556) GLSL=24 Textures[ (0,661) (0,2101) (1,17) (2,1712) (3,662) (4,663) ]
  1747. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,705)
  1748. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,706)
  1749. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,707)
  1750. glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
  1751. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1752. glDrawElementsBaseVertex(GL_TRIANGLES,36,GL_UNSIGNED_SHORT,003E5F10,243876) GLSL=24 Textures[ (0,705) (0,2101) (1,17) (2,1712) (3,706) (4,707) ]
  1753. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,86)
  1754. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,87)
  1755. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,88)
  1756. glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
  1757. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1758. glDrawElementsBaseVertex(GL_TRIANGLES,78,GL_UNSIGNED_SHORT,003E5F60,244178) GLSL=24 Textures[ (0,86) (0,2101) (1,17) (2,1712) (3,87) (4,88) ]
  1759. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,855)
  1760. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,857)
  1761. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,858)
  1762. glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
  1763. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1764. glDrawElementsBaseVertex(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,003E6040,244642) GLSL=24 Textures[ (0,855) (0,2101) (1,17) (2,1712) (3,857) (4,858) ]
  1765. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,894)
  1766. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,895)
  1767. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,896)
  1768. glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
  1769. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1770. glDrawElementsBaseVertex(GL_TRIANGLES,9,GL_UNSIGNED_SHORT,003E60C0,245238) GLSL=24 Textures[ (0,894) (0,2101) (1,17) (2,1712) (3,895) (4,896) ]
  1771. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,607)
  1772. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,608)
  1773. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,609)
  1774. glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
  1775. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1776. glDrawElementsBaseVertex(GL_TRIANGLES,15,GL_UNSIGNED_SHORT,003E60E0,247098) GLSL=24 Textures[ (0,607) (0,2101) (1,17) (2,1712) (3,608) (4,609) ]
  1777. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,448)
  1778. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,449)
  1779. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,450)
  1780. glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
  1781. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1782. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E6100,247122) GLSL=24 Textures[ (0,448) (0,2101) (1,17) (2,1712) (3,449) (4,450) ]
  1783. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,855)
  1784. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,857)
  1785. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,858)
  1786. glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
  1787. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1788. glDrawElementsBaseVertex(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,003E6110,247172) GLSL=24 Textures[ (0,855) (0,2101) (1,17) (2,1712) (3,857) (4,858) ]
  1789. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,705)
  1790. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,706)
  1791. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,707)
  1792. glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
  1793. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1794. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E4FF0,365754) GLSL=24 Textures[ (0,705) (0,2101) (1,17) (2,1712) (3,706) (4,707) ]
  1795. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,894)
  1796. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,895)
  1797. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,896)
  1798. glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
  1799. glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
  1800. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E5000,365770) GLSL=24 Textures[ (0,894) (0,2101) (1,17) (2,1712) (3,895) (4,896) ]
  1801. glUseProgram(0)
  1802. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1803. glDepthBoundsEXT(0.963068,0.990646)
  1804. glScissor(0,0,945,913)
  1805. glDepthFunc(GL_LEQUAL)
  1806. glDisable(GL_BLEND)
  1807. glDepthMask(true)
  1808. glDisable(GL_STENCIL_TEST)
  1809. glStencilFunc(GL_ALWAYS,0,0)
  1810. glClearStencil(128)
  1811. glClear(GL_STENCIL_BUFFER_BIT)
  1812. glUseProgram(99)
  1813. glDepthMask(false)
  1814. glColorMask(false,false,false,false)
  1815. glPolygonOffset(0.000000,1.000000)
  1816. glEnable(GL_POLYGON_OFFSET_FILL)
  1817. glEnable(GL_POLYGON_OFFSET_LINE)
  1818. glEnable(GL_STENCIL_TEST)
  1819. glStencilFunc(GL_ALWAYS,128,255)
  1820. glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
  1821. glDisable(GL_CULL_FACE)
  1822. glScissor(0,0,942,900)
  1823. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1824. glDepthBoundsEXT(0.983347,0.990646)
  1825. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  1826. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  1827. glBindBufferARB(GL_ARRAY_BUFFER,7)
  1828. glEnableVertexAttribArrayARB(0)
  1829. glDisableVertexAttribArrayARB(2)
  1830. glDisableVertexAttribArrayARB(3)
  1831. glDisableVertexAttribArrayARB(4)
  1832. glDisableVertexAttribArrayARB(8)
  1833. glDisableVertexAttribArrayARB(9)
  1834. glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
  1835. glUniform4fv(0,5,[-32.000000,2.999997,108.000000,0.000000])
  1836. glDrawElementsBaseVertex(GL_TRIANGLES,84,GL_UNSIGNED_SHORT,00479FE0,306300) GLSL=99 Textures[ (0,894) (0,2101) (1,17) (2,1712) (3,895) (4,896) ]
  1837. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1838. glDepthBoundsEXT(0.985562,0.990646)
  1839. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  1840. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  1841. glUniform4fv(0,5,[-32.000000,2.999997,108.000000,0.000000])
  1842. glDrawElementsBaseVertex(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,00479E90,306460) GLSL=99 Textures[ (0,894) (0,2101) (1,17) (2,1712) (3,895) (4,896) ]
  1843. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1844. glDepthBoundsEXT(0.982422,0.990646)
  1845. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  1846. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  1847. glUniform4fv(0,5,[-32.000000,4.000000,108.000000,0.000000])
  1848. glDrawElementsBaseVertex(GL_TRIANGLES,252,GL_UNSIGNED_SHORT,00479A90,300914) GLSL=99 Textures[ (0,894) (0,2101) (1,17) (2,1712) (3,895) (4,896) ]
  1849. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1850. glDepthBoundsEXT(0.963068,0.990646)
  1851. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  1852. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  1853. glUniform4fv(0,5,[-1136.000000,5024.000000,-20.000000,0.000000])
  1854. glDrawElementsBaseVertex(GL_TRIANGLES,1332,GL_UNSIGNED_SHORT,00247180,1133970) GLSL=99 Textures[ (0,894) (0,2101) (1,17) (2,1712) (3,895) (4,896) ]
  1855. glEnable(GL_CULL_FACE)
  1856. glCullFace(GL_FRONT)
  1857. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1858. glDepthBoundsEXT(0.963068,0.990646)
  1859. glDepthFunc(GL_EQUAL)
  1860. glEnable(GL_BLEND)
  1861. glBlendFunc(GL_ONE,GL_ONE)
  1862. glColorMask(true,true,true,true)
  1863. glDisable(GL_POLYGON_OFFSET_FILL)
  1864. glDisable(GL_POLYGON_OFFSET_LINE)
  1865. glEnable(GL_STENCIL_TEST)
  1866. glStencilFunc(GL_EQUAL,128,255)
  1867. glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
  1868. glBindMultiTextureEXT(GL_TEXTURE2,GL_TEXTURE_2D,18)
  1869. glUseProgram(24)
  1870. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,100)
  1871. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,99)
  1872. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,101)
  1873. glUniform4fv(2,18,[107.000008,-8.307653,30.265167,0.000000])
  1874. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  1875. glBindBufferARB(GL_ARRAY_BUFFER,7)
  1876. glEnableVertexAttribArrayARB(0)
  1877. glEnableVertexAttribArrayARB(2)
  1878. glEnableVertexAttribArrayARB(3)
  1879. glEnableVertexAttribArrayARB(4)
  1880. glEnableVertexAttribArrayARB(8)
  1881. glEnableVertexAttribArrayARB(9)
  1882. glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
  1883. glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
  1884. glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
  1885. glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
  1886. glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
  1887. glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
  1888. glDrawElementsBaseVertex(GL_TRIANGLES,792,GL_UNSIGNED_SHORT,0047A8B0,135678) GLSL=24 Textures[ (0,100) (0,2101) (1,17) (2,18) (3,99) (4,101) ]
  1889. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1972)
  1890. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1973)
  1891. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1974)
  1892. glUniform4fv(2,18,[-424.000000,72.000000,140.000000,0.000000])
  1893. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  1894. glDrawElementsBaseVertex(GL_TRIANGLES,15,GL_UNSIGNED_SHORT,0047A520,168286) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,18) (3,1973) (4,1974) ]
  1895. glUniform4fv(2,18,[-424.000000,72.000000,140.000000,0.000000])
  1896. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  1897. glDrawElementsBaseVertex(GL_TRIANGLES,435,GL_UNSIGNED_SHORT,0047A540,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,18) (3,1973) (4,1974) ]
  1898. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1975)
  1899. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1976)
  1900. glUniform4fv(2,18,[-424.000000,72.000000,140.000000,0.000000])
  1901. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  1902. glDrawElementsBaseVertex(GL_TRIANGLES,435,GL_UNSIGNED_SHORT,0047A540,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,18) (3,1975) (4,1976) ]
  1903. glUseProgram(0)
  1904. glUseProgram(99)
  1905. glDepthFunc(GL_LEQUAL)
  1906. glDisable(GL_BLEND)
  1907. glColorMask(false,false,false,false)
  1908. glPolygonOffset(0.000000,1.000000)
  1909. glEnable(GL_POLYGON_OFFSET_FILL)
  1910. glEnable(GL_POLYGON_OFFSET_LINE)
  1911. glEnable(GL_STENCIL_TEST)
  1912. glStencilFunc(GL_ALWAYS,128,255)
  1913. glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
  1914. glDisable(GL_CULL_FACE)
  1915. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1916. glDepthBoundsEXT(0.984649,0.990646)
  1917. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  1918. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  1919. glBindBufferARB(GL_ARRAY_BUFFER,7)
  1920. glEnableVertexAttribArrayARB(0)
  1921. glDisableVertexAttribArrayARB(2)
  1922. glDisableVertexAttribArrayARB(3)
  1923. glDisableVertexAttribArrayARB(4)
  1924. glDisableVertexAttribArrayARB(8)
  1925. glDisableVertexAttribArrayARB(9)
  1926. glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
  1927. glUniform4fv(0,5,[107.000008,-8.307653,30.265167,0.000000])
  1928. glDrawElementsBaseVertex(GL_TRIANGLES,330,GL_UNSIGNED_SHORT,0047AEE0,271704) GLSL=99 Textures[ (0,1972) (0,2101) (1,17) (2,18) (3,1975) (4,1976) ]
  1929. glEnable(GL_CULL_FACE)
  1930. glCullFace(GL_FRONT)
  1931. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  1932. glDepthBoundsEXT(0.963068,0.990646)
  1933. glDepthFunc(GL_EQUAL)
  1934. glEnable(GL_BLEND)
  1935. glBlendFunc(GL_ONE,GL_ONE)
  1936. glColorMask(true,true,true,true)
  1937. glDisable(GL_POLYGON_OFFSET_FILL)
  1938. glDisable(GL_POLYGON_OFFSET_LINE)
  1939. glEnable(GL_STENCIL_TEST)
  1940. glStencilFunc(GL_EQUAL,128,255)
  1941. glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
  1942. glUseProgram(24)
  1943. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1757)
  1944. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1759)
  1945. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1758)
  1946. glUniform4fv(2,18,[-32.000000,2.999997,108.000000,0.000000])
  1947. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  1948. glBindBufferARB(GL_ARRAY_BUFFER,7)
  1949. glEnableVertexAttribArrayARB(0)
  1950. glEnableVertexAttribArrayARB(2)
  1951. glEnableVertexAttribArrayARB(3)
  1952. glEnableVertexAttribArrayARB(4)
  1953. glEnableVertexAttribArrayARB(8)
  1954. glEnableVertexAttribArrayARB(9)
  1955. glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
  1956. glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
  1957. glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
  1958. glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
  1959. glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
  1960. glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
  1961. glDrawElementsBaseVertex(GL_TRIANGLES,66,GL_UNSIGNED_SHORT,00479F50,153098) GLSL=24 Textures[ (0,1757) (0,2101) (1,17) (2,18) (3,1759) (4,1758) ]
  1962. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1761)
  1963. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1760)
  1964. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1762)
  1965. glUniform4fv(2,18,[-32.000000,2.999997,108.000000,0.000000])
  1966. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  1967. glDrawElementsBaseVertex(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,00479E50,153202) GLSL=24 Textures[ (0,1761) (0,2101) (1,17) (2,18) (3,1760) (4,1762) ]
  1968. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1718)
  1969. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1717)
  1970. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1719)
  1971. glUniform4fv(2,18,[-32.000000,4.000000,108.000000,0.000000])
  1972. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  1973. glDrawElementsBaseVertex(GL_TRIANGLES,342,GL_UNSIGNED_SHORT,004797E0,150282) GLSL=24 Textures[ (0,1718) (0,2101) (1,17) (2,18) (3,1717) (4,1719) ]
  1974. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,874)
  1975. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,875)
  1976. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,876)
  1977. glUniform4fv(2,18,[-1136.000000,5024.000000,-20.000000,0.000000])
  1978. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  1979. glDrawElementsBaseVertex(GL_TRIANGLES,15,GL_UNSIGNED_SHORT,0047A260,241214) GLSL=24 Textures[ (0,874) (0,2101) (1,17) (2,18) (3,875) (4,876) ]
  1980. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,647)
  1981. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,648)
  1982. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,649)
  1983. glUniform4fv(2,18,[-1136.000000,5024.000000,-20.000000,0.000000])
  1984. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  1985. glDrawElementsBaseVertex(GL_TRIANGLES,102,GL_UNSIGNED_SHORT,0047A280,241258) GLSL=24 Textures[ (0,647) (0,2101) (1,17) (2,18) (3,648) (4,649) ]
  1986. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,580)
  1987. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,581)
  1988. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,582)
  1989. glUniform4fv(2,18,[-1136.000000,5024.000000,-20.000000,0.000000])
  1990. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  1991. glDrawElementsBaseVertex(GL_TRIANGLES,42,GL_UNSIGNED_SHORT,0047A350,241862) GLSL=24 Textures[ (0,580) (0,2101) (1,17) (2,18) (3,581) (4,582) ]
  1992. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
  1993. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
  1994. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
  1995. glUniform4fv(2,18,[-1136.000000,5024.000000,-20.000000,0.000000])
  1996. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  1997. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,0047A3B0,242874) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,18) (3,470) (4,471) ]
  1998. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,567)
  1999. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,568)
  2000. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,569)
  2001. glUniform4fv(2,18,[-1136.000000,5024.000000,-20.000000,0.000000])
  2002. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  2003. glDrawElementsBaseVertex(GL_TRIANGLES,36,GL_UNSIGNED_SHORT,0047A3E0,242984) GLSL=24 Textures[ (0,567) (0,2101) (1,17) (2,18) (3,568) (4,569) ]
  2004. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,664)
  2005. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,665)
  2006. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,666)
  2007. glUniform4fv(2,18,[-1136.000000,5024.000000,-20.000000,0.000000])
  2008. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  2009. glDrawElementsBaseVertex(GL_TRIANGLES,21,GL_UNSIGNED_SHORT,0047A430,243028) GLSL=24 Textures[ (0,664) (0,2101) (1,17) (2,18) (3,665) (4,666) ]
  2010. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,86)
  2011. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,87)
  2012. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,88)
  2013. glUniform4fv(2,18,[-1136.000000,5024.000000,-20.000000,0.000000])
  2014. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  2015. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,0047A460,244178) GLSL=24 Textures[ (0,86) (0,2101) (1,17) (2,18) (3,87) (4,88) ]
  2016. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,855)
  2017. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,857)
  2018. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,858)
  2019. glUniform4fv(2,18,[-1136.000000,5024.000000,-20.000000,0.000000])
  2020. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  2021. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,0047A470,244642) GLSL=24 Textures[ (0,855) (0,2101) (1,17) (2,18) (3,857) (4,858) ]
  2022. glUniform4fv(2,18,[-1136.000000,5024.000000,-20.000000,0.000000])
  2023. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  2024. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,0047A4E0,247172) GLSL=24 Textures[ (0,855) (0,2101) (1,17) (2,18) (3,857) (4,858) ]
  2025. glUseProgram(0)
  2026. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  2027. glDepthBoundsEXT(0.979808,0.992129)
  2028. glScissor(0,112,657,801)
  2029. glDepthFunc(GL_LEQUAL)
  2030. glDisable(GL_BLEND)
  2031. glDepthMask(true)
  2032. glDisable(GL_STENCIL_TEST)
  2033. glStencilFunc(GL_ALWAYS,0,0)
  2034. glClearStencil(128)
  2035. glClear(GL_STENCIL_BUFFER_BIT)
  2036. glUseProgram(99)
  2037. glDepthMask(false)
  2038. glColorMask(false,false,false,false)
  2039. glPolygonOffset(0.000000,1.000000)
  2040. glEnable(GL_POLYGON_OFFSET_FILL)
  2041. glEnable(GL_POLYGON_OFFSET_LINE)
  2042. glEnable(GL_STENCIL_TEST)
  2043. glStencilFunc(GL_ALWAYS,128,255)
  2044. glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
  2045. glDisable(GL_CULL_FACE)
  2046. glScissor(0,127,654,773)
  2047. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  2048. glDepthBoundsEXT(0.979808,0.992129)
  2049. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_DECR,GL_KEEP)
  2050. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_INCR,GL_KEEP)
  2051. glBindBufferARB(GL_ARRAY_BUFFER,7)
  2052. glEnableVertexAttribArrayARB(0)
  2053. glDisableVertexAttribArrayARB(2)
  2054. glDisableVertexAttribArrayARB(3)
  2055. glDisableVertexAttribArrayARB(4)
  2056. glDisableVertexAttribArrayARB(8)
  2057. glDisableVertexAttribArrayARB(9)
  2058. glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
  2059. glUniform4fv(0,5,[24.000000,3.000002,104.000000,0.000000])
  2060. glDrawElementsBaseVertex(GL_TRIANGLES,300,GL_UNSIGNED_SHORT,004786E0,306300) GLSL=99 Textures[ (0,855) (0,2101) (1,17) (2,18) (3,857) (4,858) ]
  2061. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  2062. glDepthBoundsEXT(0.985562,0.992129)
  2063. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  2064. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  2065. glUniform4fv(0,5,[24.000000,3.000002,104.000000,0.000000])
  2066. glDrawElementsBaseVertex(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,00478590,306460) GLSL=99 Textures[ (0,855) (0,2101) (1,17) (2,18) (3,857) (4,858) ]
  2067. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  2068. glDepthBoundsEXT(0.979808,0.992129)
  2069. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  2070. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  2071. glUniform4fv(0,5,[24.000000,4.000000,104.000000,0.000000])
  2072. glDrawElementsBaseVertex(GL_TRIANGLES,252,GL_UNSIGNED_SHORT,00478190,300914) GLSL=99 Textures[ (0,855) (0,2101) (1,17) (2,18) (3,857) (4,858) ]
  2073. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  2074. glDepthBoundsEXT(0.979808,0.992129)
  2075. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  2076. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  2077. glUniform4fv(0,5,[-1192.000000,5024.000000,-24.000000,0.000000])
  2078. glDrawElementsBaseVertex(GL_TRIANGLES,1488,GL_UNSIGNED_SHORT,002465E0,1133038) GLSL=99 Textures[ (0,855) (0,2101) (1,17) (2,18) (3,857) (4,858) ]
  2079. glEnable(GL_CULL_FACE)
  2080. glCullFace(GL_FRONT)
  2081. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  2082. glDepthBoundsEXT(0.979808,0.992129)
  2083. glDepthFunc(GL_EQUAL)
  2084. glEnable(GL_BLEND)
  2085. glBlendFunc(GL_ONE,GL_ONE)
  2086. glColorMask(true,true,true,true)
  2087. glDisable(GL_POLYGON_OFFSET_FILL)
  2088. glDisable(GL_POLYGON_OFFSET_LINE)
  2089. glEnable(GL_STENCIL_TEST)
  2090. glStencilFunc(GL_EQUAL,128,255)
  2091. glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
  2092. glUseProgram(24)
  2093. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,100)
  2094. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,99)
  2095. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,101)
  2096. glUniform4fv(2,18,[103.000023,30.593193,70.548210,0.000000])
  2097. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  2098. glBindBufferARB(GL_ARRAY_BUFFER,7)
  2099. glEnableVertexAttribArrayARB(0)
  2100. glEnableVertexAttribArrayARB(2)
  2101. glEnableVertexAttribArrayARB(3)
  2102. glEnableVertexAttribArrayARB(4)
  2103. glEnableVertexAttribArrayARB(8)
  2104. glEnableVertexAttribArrayARB(9)
  2105. glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
  2106. glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
  2107. glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
  2108. glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
  2109. glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
  2110. glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
  2111. glDrawElementsBaseVertex(GL_TRIANGLES,624,GL_UNSIGNED_SHORT,004789B0,135678) GLSL=24 Textures[ (0,100) (0,2101) (1,17) (2,18) (3,99) (4,101) ]
  2112. glUseProgram(0)
  2113. glUseProgram(99)
  2114. glDepthFunc(GL_LEQUAL)
  2115. glDisable(GL_BLEND)
  2116. glColorMask(false,false,false,false)
  2117. glPolygonOffset(0.000000,1.000000)
  2118. glEnable(GL_POLYGON_OFFSET_FILL)
  2119. glEnable(GL_POLYGON_OFFSET_LINE)
  2120. glEnable(GL_STENCIL_TEST)
  2121. glStencilFunc(GL_ALWAYS,128,255)
  2122. glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
  2123. glDisable(GL_CULL_FACE)
  2124. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  2125. glDepthBoundsEXT(0.984625,0.988379)
  2126. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  2127. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  2128. glBindBufferARB(GL_ARRAY_BUFFER,7)
  2129. glEnableVertexAttribArrayARB(0)
  2130. glDisableVertexAttribArrayARB(2)
  2131. glDisableVertexAttribArrayARB(3)
  2132. glDisableVertexAttribArrayARB(4)
  2133. glDisableVertexAttribArrayARB(8)
  2134. glDisableVertexAttribArrayARB(9)
  2135. glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
  2136. glUniform4fv(0,5,[103.000023,30.593193,70.548210,0.000000])
  2137. glDrawElementsBaseVertex(GL_TRIANGLES,294,GL_UNSIGNED_SHORT,00478E90,271704) GLSL=99 Textures[ (0,100) (0,2101) (1,17) (2,18) (3,99) (4,101) ]
  2138. glEnable(GL_CULL_FACE)
  2139. glCullFace(GL_FRONT)
  2140. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  2141. glDepthBoundsEXT(0.979808,0.992129)
  2142. glDepthFunc(GL_EQUAL)
  2143. glEnable(GL_BLEND)
  2144. glBlendFunc(GL_ONE,GL_ONE)
  2145. glColorMask(true,true,true,true)
  2146. glDisable(GL_POLYGON_OFFSET_FILL)
  2147. glDisable(GL_POLYGON_OFFSET_LINE)
  2148. glEnable(GL_STENCIL_TEST)
  2149. glStencilFunc(GL_EQUAL,128,255)
  2150. glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
  2151. glUseProgram(24)
  2152. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1757)
  2153. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1759)
  2154. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1758)
  2155. glUniform4fv(2,18,[24.000000,3.000002,104.000000,0.000000])
  2156. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  2157. glBindBufferARB(GL_ARRAY_BUFFER,7)
  2158. glEnableVertexAttribArrayARB(0)
  2159. glEnableVertexAttribArrayARB(2)
  2160. glEnableVertexAttribArrayARB(3)
  2161. glEnableVertexAttribArrayARB(4)
  2162. glEnableVertexAttribArrayARB(8)
  2163. glEnableVertexAttribArrayARB(9)
  2164. glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
  2165. glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
  2166. glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
  2167. glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
  2168. glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
  2169. glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
  2170. glDrawElementsBaseVertex(GL_TRIANGLES,66,GL_UNSIGNED_SHORT,00478650,153098) GLSL=24 Textures[ (0,1757) (0,2101) (1,17) (2,18) (3,1759) (4,1758) ]
  2171. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1761)
  2172. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1760)
  2173. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1762)
  2174. glUniform4fv(2,18,[24.000000,3.000002,104.000000,0.000000])
  2175. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  2176. glDrawElementsBaseVertex(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,00478550,153202) GLSL=24 Textures[ (0,1761) (0,2101) (1,17) (2,18) (3,1760) (4,1762) ]
  2177. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1718)
  2178. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1717)
  2179. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1719)
  2180. glUniform4fv(2,18,[24.000000,4.000000,104.000000,0.000000])
  2181. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  2182. glDrawElementsBaseVertex(GL_TRIANGLES,342,GL_UNSIGNED_SHORT,00477EE0,150282) GLSL=24 Textures[ (0,1718) (0,2101) (1,17) (2,18) (3,1717) (4,1719) ]
  2183. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,874)
  2184. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,875)
  2185. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,876)
  2186. glUniform4fv(2,18,[-1192.000000,5024.000000,-24.000000,0.000000])
  2187. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  2188. glDrawElementsBaseVertex(GL_TRIANGLES,15,GL_UNSIGNED_SHORT,00477E60,241214) GLSL=24 Textures[ (0,874) (0,2101) (1,17) (2,18) (3,875) (4,876) ]
  2189. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,647)
  2190. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,648)
  2191. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,649)
  2192. glUniform4fv(2,18,[-1192.000000,5024.000000,-24.000000,0.000000])
  2193. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  2194. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,00477E80,241258) GLSL=24 Textures[ (0,647) (0,2101) (1,17) (2,18) (3,648) (4,649) ]
  2195. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
  2196. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
  2197. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
  2198. glUniform4fv(2,18,[-1192.000000,5024.000000,-24.000000,0.000000])
  2199. glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
  2200. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,00477EB0,242874) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,18) (3,470) (4,471) ]
  2201. glUseProgram(0)
  2202. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  2203. glDepthBoundsEXT(0.957056,0.987940)
  2204. glScissor(0,0,497,913)
  2205. glDepthFunc(GL_LEQUAL)
  2206. glDisable(GL_BLEND)
  2207. glDepthMask(true)
  2208. glDisable(GL_STENCIL_TEST)
  2209. glStencilFunc(GL_ALWAYS,0,0)
  2210. glClearStencil(128)
  2211. glClear(GL_STENCIL_BUFFER_BIT)
  2212. glUseProgram(99)
  2213. glDepthMask(false)
  2214. glColorMask(false,false,false,false)
  2215. glPolygonOffset(0.000000,1.000000)
  2216. glEnable(GL_POLYGON_OFFSET_FILL)
  2217. glEnable(GL_POLYGON_OFFSET_LINE)
  2218. glEnable(GL_STENCIL_TEST)
  2219. glStencilFunc(GL_ALWAYS,128,255)
  2220. glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
  2221. glDisable(GL_CULL_FACE)
  2222. glScissor(0,0,494,900)
  2223. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  2224. glDepthBoundsEXT(0.983347,0.987940)
  2225. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  2226. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  2227. glBindBufferARB(GL_ARRAY_BUFFER,7)
  2228. glEnableVertexAttribArrayARB(0)
  2229. glDisableVertexAttribArrayARB(2)
  2230. glDisableVertexAttribArrayARB(3)
  2231. glDisableVertexAttribArrayARB(4)
  2232. glDisableVertexAttribArrayARB(8)
  2233. glDisableVertexAttribArrayARB(9)
  2234. glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
  2235. glUniform4fv(0,5,[-64.000008,114.999992,120.000000,0.000000])
  2236. glDrawElementsBaseVertex(GL_TRIANGLES,72,GL_UNSIGNED_SHORT,003E7CC0,306300) GLSL=99 Textures[ (0,469) (0,2101) (1,17) (2,18) (3,470) (4,471) ]
  2237. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  2238. glDepthBoundsEXT(0.982422,0.987940)
  2239. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  2240. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  2241. glUniform4fv(0,5,[-64.000000,116.000000,120.000000,0.000000])
  2242. glDrawElementsBaseVertex(GL_TRIANGLES,138,GL_UNSIGNED_SHORT,003E7990,300914) GLSL=99 Textures[ (0,469) (0,2101) (1,17) (2,18) (3,470) (4,471) ]
  2243. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  2244. glDepthBoundsEXT(0.957056,0.987940)
  2245. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  2246. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  2247. glUniform4fv(0,5,[-1104.000000,4912.000000,-8.000000,0.000000])
  2248. glDrawElementsBaseVertex(GL_TRIANGLES,792,GL_UNSIGNED_SHORT,001C6100,1025214) GLSL=99 Textures[ (0,469) (0,2101) (1,17) (2,18) (3,470) (4,471) ]
  2249. glEnable(GL_CULL_FACE)
  2250. glCullFace(GL_FRONT)
  2251. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  2252. glDepthBoundsEXT(0.957056,0.987940)
  2253. glDepthFunc(GL_EQUAL)
  2254. glEnable(GL_BLEND)
  2255. glBlendFunc(GL_ONE,GL_ONE)
  2256. glColorMask(true,true,true,true)
  2257. glDisable(GL_POLYGON_OFFSET_FILL)
  2258. glDisable(GL_POLYGON_OFFSET_LINE)
  2259. glEnable(GL_STENCIL_TEST)
  2260. glStencilFunc(GL_EQUAL,128,255)
  2261. glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
  2262. glUseProgram(24)
  2263. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1972)
  2264. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1973)
  2265. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1974)
  2266. glUniform4fv(2,18,[-392.000000,-40.000000,152.000000,0.000000])
  2267. glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
  2268. glBindBufferARB(GL_ARRAY_BUFFER,7)
  2269. glEnableVertexAttribArrayARB(0)
  2270. glEnableVertexAttribArrayARB(2)
  2271. glEnableVertexAttribArrayARB(3)
  2272. glEnableVertexAttribArrayARB(4)
  2273. glEnableVertexAttribArrayARB(8)
  2274. glEnableVertexAttribArrayARB(9)
  2275. glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
  2276. glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
  2277. glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
  2278. glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
  2279. glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
  2280. glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
  2281. glDrawElementsBaseVertex(GL_TRIANGLES,327,GL_UNSIGNED_SHORT,003E8480,168286) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,18) (3,1973) (4,1974) ]
  2282. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1977)
  2283. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1978)
  2284. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1979)
  2285. glUniform4fv(2,18,[-392.000000,-40.000000,152.000000,0.000000])
  2286. glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
  2287. glDrawElementsBaseVertex(GL_TRIANGLES,768,GL_UNSIGNED_SHORT,003E8710,171316) GLSL=24 Textures[ (0,1977) (0,2101) (1,17) (2,18) (3,1978) (4,1979) ]
  2288. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1983)
  2289. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1984)
  2290. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1985)
  2291. glUniform4fv(2,18,[-392.000000,-40.000000,152.000000,0.000000])
  2292. glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
  2293. glDrawElementsBaseVertex(GL_TRIANGLES,804,GL_UNSIGNED_SHORT,003E8D10,172004) GLSL=24 Textures[ (0,1983) (0,2101) (1,17) (2,18) (3,1984) (4,1985) ]
  2294. glUseProgram(0)
  2295. glUseProgram(24)
  2296. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1757)
  2297. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1759)
  2298. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1758)
  2299. glUniform4fv(2,18,[-64.000008,114.999992,120.000000,0.000000])
  2300. glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
  2301. glDrawElementsBaseVertex(GL_TRIANGLES,42,GL_UNSIGNED_SHORT,003E7C60,153098) GLSL=24 Textures[ (0,1757) (0,2101) (1,17) (2,18) (3,1759) (4,1758) ]
  2302. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1718)
  2303. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1717)
  2304. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1719)
  2305. glUniform4fv(2,18,[-64.000000,116.000000,120.000000,0.000000])
  2306. glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
  2307. glDrawElementsBaseVertex(GL_TRIANGLES,69,GL_UNSIGNED_SHORT,003E7900,150282) GLSL=24 Textures[ (0,1718) (0,2101) (1,17) (2,18) (3,1717) (4,1719) ]
  2308. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,451)
  2309. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,452)
  2310. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,453)
  2311. glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
  2312. glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
  2313. glDrawElementsBaseVertex(GL_TRIANGLES,42,GL_UNSIGNED_SHORT,003E7E00,240248) GLSL=24 Textures[ (0,451) (0,2101) (1,17) (2,18) (3,452) (4,453) ]
  2314. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,874)
  2315. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,875)
  2316. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,876)
  2317. glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
  2318. glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
  2319. glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,003E7E60,241214) GLSL=24 Textures[ (0,874) (0,2101) (1,17) (2,18) (3,875) (4,876) ]
  2320. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,647)
  2321. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,648)
  2322. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,649)
  2323. glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
  2324. glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
  2325. glDrawElementsBaseVertex(GL_TRIANGLES,93,GL_UNSIGNED_SHORT,003E7E90,241258) GLSL=24 Textures[ (0,647) (0,2101) (1,17) (2,18) (3,648) (4,649) ]
  2326. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,545)
  2327. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,546)
  2328. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,547)
  2329. glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
  2330. glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
  2331. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003E7F50,241694) GLSL=24 Textures[ (0,545) (0,2101) (1,17) (2,18) (3,546) (4,547) ]
  2332. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,580)
  2333. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,581)
  2334. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,582)
  2335. glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
  2336. glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
  2337. glDrawElementsBaseVertex(GL_TRIANGLES,186,GL_UNSIGNED_SHORT,003E7F80,241862) GLSL=24 Textures[ (0,580) (0,2101) (1,17) (2,18) (3,581) (4,582) ]
  2338. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
  2339. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
  2340. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
  2341. glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
  2342. glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
  2343. glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,003E8100,242874) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,18) (3,470) (4,471) ]
  2344. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,567)
  2345. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,568)
  2346. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,569)
  2347. glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
  2348. glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
  2349. glDrawElementsBaseVertex(GL_TRIANGLES,15,GL_UNSIGNED_SHORT,003E8130,242984) GLSL=24 Textures[ (0,567) (0,2101) (1,17) (2,18) (3,568) (4,569) ]
  2350. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,664)
  2351. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,665)
  2352. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,666)
  2353. glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
  2354. glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
  2355. glDrawElementsBaseVertex(GL_TRIANGLES,87,GL_UNSIGNED_SHORT,003E8150,243028) GLSL=24 Textures[ (0,664) (0,2101) (1,17) (2,18) (3,665) (4,666) ]
  2356. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,595)
  2357. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,596)
  2358. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,597)
  2359. glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
  2360. glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
  2361. glDrawElementsBaseVertex(GL_TRIANGLES,42,GL_UNSIGNED_SHORT,003E8200,243468) GLSL=24 Textures[ (0,595) (0,2101) (1,17) (2,18) (3,596) (4,597) ]
  2362. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,661)
  2363. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,662)
  2364. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,663)
  2365. glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
  2366. glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
  2367. glDrawElementsBaseVertex(GL_TRIANGLES,90,GL_UNSIGNED_SHORT,003E8260,243556) GLSL=24 Textures[ (0,661) (0,2101) (1,17) (2,18) (3,662) (4,663) ]
  2368. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,86)
  2369. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,87)
  2370. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,88)
  2371. glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
  2372. glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
  2373. glDrawElementsBaseVertex(GL_TRIANGLES,75,GL_UNSIGNED_SHORT,003E8320,244178) GLSL=24 Textures[ (0,86) (0,2101) (1,17) (2,18) (3,87) (4,88) ]
  2374. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,607)
  2375. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,608)
  2376. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,609)
  2377. glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
  2378. glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
  2379. glDrawElementsBaseVertex(GL_TRIANGLES,9,GL_UNSIGNED_SHORT,003E8440,247098) GLSL=24 Textures[ (0,607) (0,2101) (1,17) (2,18) (3,608) (4,609) ]
  2380. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,448)
  2381. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,449)
  2382. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,450)
  2383. glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
  2384. glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
  2385. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E8460,247122) GLSL=24 Textures[ (0,448) (0,2101) (1,17) (2,18) (3,449) (4,450) ]
  2386. glUseProgram(0)
  2387. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  2388. glDepthBoundsEXT(0.987637,0.995400)
  2389. glScissor(864,384,241,225)
  2390. glDepthFunc(GL_LEQUAL)
  2391. glDisable(GL_BLEND)
  2392. glDepthMask(true)
  2393. glDisable(GL_STENCIL_TEST)
  2394. glStencilFunc(GL_ALWAYS,0,0)
  2395. glClearStencil(128)
  2396. glClear(GL_STENCIL_BUFFER_BIT)
  2397. glUseProgram(99)
  2398. glDepthMask(false)
  2399. glColorMask(false,false,false,false)
  2400. glPolygonOffset(0.000000,1.000000)
  2401. glEnable(GL_POLYGON_OFFSET_FILL)
  2402. glEnable(GL_POLYGON_OFFSET_LINE)
  2403. glEnable(GL_STENCIL_TEST)
  2404. glStencilFunc(GL_ALWAYS,128,255)
  2405. glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
  2406. glDisable(GL_CULL_FACE)
  2407. glScissor(865,384,228,222)
  2408. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  2409. glDepthBoundsEXT(0.987637,0.995400)
  2410. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  2411. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  2412. glBindBufferARB(GL_ARRAY_BUFFER,7)
  2413. glEnableVertexAttribArrayARB(0)
  2414. glDisableVertexAttribArrayARB(2)
  2415. glDisableVertexAttribArrayARB(3)
  2416. glDisableVertexAttribArrayARB(4)
  2417. glDisableVertexAttribArrayARB(8)
  2418. glDisableVertexAttribArrayARB(9)
  2419. glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
  2420. glUniform4fv(0,5,[-1152.000000,5432.000000,36.000000,0.000000])
  2421. glDrawElementsBaseVertex(GL_TRIANGLES,4800,GL_UNSIGNED_SHORT,0024DAC0,1139122) GLSL=99 Textures[ (0,448) (0,2101) (1,17) (2,18) (3,449) (4,450) ]
  2422. glEnable(GL_CULL_FACE)
  2423. glCullFace(GL_FRONT)
  2424. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  2425. glDepthBoundsEXT(0.987637,0.995400)
  2426. glPolygonOffset(0.000000,1.000000)
  2427. glDisable(GL_CULL_FACE)
  2428. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  2429. glDepthBoundsEXT(0.993180,0.995400)
  2430. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  2431. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  2432. glUniform4fv(0,5,[27.531260,-99.508942,163.750000,0.000000])
  2433. glDrawElementsBaseVertex(GL_TRIANGLES,228,GL_UNSIGNED_SHORT,0047E9D0,287700) GLSL=99 Textures[ (0,448) (0,2101) (1,17) (2,18) (3,449) (4,450) ]
  2434. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  2435. glDepthBoundsEXT(0.992551,0.995400)
  2436. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  2437. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  2438. glUniform4fv(0,5,[-68.596123,-65.181061,163.750000,0.000000])
  2439. glDrawElementsBaseVertex(GL_TRIANGLES,228,GL_UNSIGNED_SHORT,0047ECC0,287700) GLSL=99 Textures[ (0,448) (0,2101) (1,17) (2,18) (3,449) (4,450) ]
  2440. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  2441. glDepthBoundsEXT(0.992602,0.995400)
  2442. glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
  2443. glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
  2444. glUniform4fv(0,5,[-2.723565,98.252640,115.500000,0.000000])
  2445. glDrawElementsBaseVertex(GL_TRIANGLES,216,GL_UNSIGNED_SHORT,0047EFA0,287700) GLSL=99 Textures[ (0,448) (0,2101) (1,17) (2,18) (3,449) (4,450) ]
  2446. glEnable(GL_CULL_FACE)
  2447. glCullFace(GL_FRONT)
  2448. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  2449. glDepthBoundsEXT(0.987637,0.995400)
  2450. glDepthFunc(GL_EQUAL)
  2451. glEnable(GL_BLEND)
  2452. glBlendFunc(GL_ONE,GL_ONE)
  2453. glColorMask(true,true,true,true)
  2454. glDisable(GL_POLYGON_OFFSET_FILL)
  2455. glDisable(GL_POLYGON_OFFSET_LINE)
  2456. glEnable(GL_STENCIL_TEST)
  2457. glStencilFunc(GL_EQUAL,128,255)
  2458. glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
  2459. glBindMultiTextureEXT(GL_TEXTURE2,GL_TEXTURE_2D,1306)
  2460. glUseProgram(24)
  2461. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,894)
  2462. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,895)
  2463. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,896)
  2464. glUniform4fv(2,18,[-1152.000000,5432.000000,36.000000,0.000000])
  2465. glUniform4fv(0,2,[2.072628,2.413333,2.328157,2.000000])
  2466. glBindBufferARB(GL_ARRAY_BUFFER,7)
  2467. glEnableVertexAttribArrayARB(0)
  2468. glEnableVertexAttribArrayARB(2)
  2469. glEnableVertexAttribArrayARB(3)
  2470. glEnableVertexAttribArrayARB(4)
  2471. glEnableVertexAttribArrayARB(8)
  2472. glEnableVertexAttribArrayARB(9)
  2473. glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
  2474. glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
  2475. glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
  2476. glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
  2477. glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
  2478. glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
  2479. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,0047D920,365770) GLSL=24 Textures[ (0,894) (0,2101) (1,17) (2,1306) (3,895) (4,896) ]
  2480. glUseProgram(0)
  2481. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  2482. glDepthBoundsEXT(0.985111,0.987571)
  2483. glScissor(149,875,195,25)
  2484. glDisable(GL_STENCIL_TEST)
  2485. glStencilFunc(GL_ALWAYS,0,0)
  2486. glBindMultiTextureEXT(GL_TEXTURE2,GL_TEXTURE_2D,117)
  2487. glUseProgram(24)
  2488. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1757)
  2489. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1759)
  2490. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1758)
  2491. glUniform4fv(2,18,[15.000003,-28.999998,86.000000,0.000000])
  2492. glUniform4fv(0,2,[0.425610,0.000000,0.000000,2.000000])
  2493. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,00516FB0,153098) GLSL=24 Textures[ (0,1757) (0,2101) (1,17) (2,117) (3,1759) (4,1758) ]
  2494. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1718)
  2495. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1717)
  2496. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1719)
  2497. glUniform4fv(2,18,[15.000000,-28.000000,86.000000,0.000000])
  2498. glUniform4fv(0,2,[0.425610,0.000000,0.000000,2.000000])
  2499. glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,00516F80,150282) GLSL=24 Textures[ (0,1718) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2500. glUseProgram(0)
  2501. glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
  2502. glDepthBoundsEXT(0.983669,0.986573)
  2503. glScissor(187,878,212,22)
  2504. glUseProgram(24)
  2505. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1757)
  2506. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1759)
  2507. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1758)
  2508. glUniform4fv(2,18,[-14.999997,-29.000002,86.000000,0.000000])
  2509. glUniform4fv(0,2,[0.425610,0.000000,0.000000,2.000000])
  2510. glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,00516F40,153098) GLSL=24 Textures[ (0,1757) (0,2101) (1,17) (2,117) (3,1759) (4,1758) ]
  2511. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1718)
  2512. glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1717)
  2513. glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1719)
  2514. glUniform4fv(2,18,[-15.000000,-28.000000,86.000000,0.000000])
  2515. glUniform4fv(0,2,[0.425610,0.000000,0.000000,2.000000])
  2516. glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,00516F10,150282) GLSL=24 Textures[ (0,1718) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2517. glUseProgram(0)
  2518. glDepthFunc(GL_LEQUAL)
  2519. glDisable(GL_BLEND)
  2520. glDepthMask(true)
  2521. glDisable(GL_DEPTH_BOUNDS_TEST_EXT)
  2522. glScissor(0,0,1600,900)
  2523. glUseProgram(15)
  2524. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,890)
  2525. glDepthFunc(GL_EQUAL)
  2526. glEnable(GL_BLEND)
  2527. glBlendFunc(GL_ONE,GL_ONE)
  2528. glDepthMask(false)
  2529. glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
  2530. glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
  2531. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,000AA390,244766) GLSL=15 Textures[ (0,890) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2532. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,92)
  2533. glDisable(GL_BLEND)
  2534. glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
  2535. glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
  2536. glDrawElementsBaseVertex(GL_TRIANGLES,84,GL_UNSIGNED_SHORT,000AB9B0,246268) GLSL=15 Textures[ (0,92) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2537. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1971)
  2538. glDepthFunc(GL_LEQUAL)
  2539. glEnable(GL_BLEND)
  2540. glBlendFunc(GL_DST_COLOR,GL_ZERO)
  2541. glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
  2542. glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
  2543. glDrawElementsBaseVertex(GL_TRIANGLES,375,GL_UNSIGNED_SHORT,00077190,167988) GLSL=15 Textures[ (0,1971) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2544. glScissor(865,384,228,222)
  2545. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,869)
  2546. glEnable(GL_BLEND)
  2547. glBlendFunc(GL_ZERO,GL_ONE_MINUS_SRC_COLOR)
  2548. glPolygonOffset(0.000000,-600.000000)
  2549. glEnable(GL_POLYGON_OFFSET_FILL)
  2550. glEnable(GL_POLYGON_OFFSET_LINE)
  2551. glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
  2552. glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
  2553. glDrawElementsBaseVertex(GL_TRIANGLES,9,GL_UNSIGNED_SHORT,000F8650,365728) GLSL=15 Textures[ (0,869) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2554. glPolygonOffset(0.000000,-600.000000)
  2555. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,637)
  2556. glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
  2557. glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
  2558. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,000F8670,365738) GLSL=15 Textures[ (0,637) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2559. glScissor(0,0,1600,900)
  2560. glPolygonOffset(0.000000,-600.000000)
  2561. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,869)
  2562. glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
  2563. glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
  2564. glDrawElementsBaseVertex(GL_TRIANGLES,9,GL_UNSIGNED_SHORT,000A7CC0,240500) GLSL=15 Textures[ (0,869) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2565. glPolygonOffset(0.000000,-600.000000)
  2566. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,589)
  2567. glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
  2568. glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
  2569. glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,000A7F50,240714) GLSL=15 Textures[ (0,589) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2570. glPolygonOffset(0.000000,-600.000000)
  2571. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,637)
  2572. glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
  2573. glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
  2574. glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,000A7CE0,240510) GLSL=15 Textures[ (0,637) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2575. glPolygonOffset(0.000000,-600.000000)
  2576. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,869)
  2577. glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
  2578. glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
  2579. glDrawElementsBaseVertex(GL_TRIANGLES,39,GL_UNSIGNED_SHORT,000A8310,241078) GLSL=15 Textures[ (0,869) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2580. glPolygonOffset(0.000000,-600.000000)
  2581. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,589)
  2582. glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
  2583. glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
  2584. glDrawElementsBaseVertex(GL_TRIANGLES,96,GL_UNSIGNED_SHORT,000A81A0,240934) GLSL=15 Textures[ (0,589) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2585. glPolygonOffset(0.000000,-600.000000)
  2586. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,869)
  2587. glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
  2588. glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
  2589. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,000A8130,240886) GLSL=15 Textures[ (0,869) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2590. glPolygonOffset(0.000000,-600.000000)
  2591. glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
  2592. glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
  2593. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,000A80A0,240826) GLSL=15 Textures[ (0,869) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2594. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,868)
  2595. glDisable(GL_POLYGON_OFFSET_FILL)
  2596. glDisable(GL_POLYGON_OFFSET_LINE)
  2597. glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
  2598. glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
  2599. glDrawElementsBaseVertex(GL_TRIANGLES,1605,GL_UNSIGNED_SHORT,000A1600,232224) GLSL=15 Textures[ (0,868) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2600. glDisable(GL_CULL_FACE)
  2601. glEnable(GL_CULL_FACE)
  2602. glCullFace(GL_FRONT)
  2603. glDisable(GL_BLEND)
  2604. glDepthMask(true)
  2605. glScissor(0,0,1600,900)
  2606. glBindTexture(GL_TEXTURE_2D,13)
  2607. glReadBuffer(GL_BACK)
  2608. glCopyTexImage2D(GL_TEXTURE_2D,0,GL_RGBA8,0,0,1600,900,0)
  2609. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,9729.000000)
  2610. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,9729.000000)
  2611. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,33071.000000)
  2612. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,33071.000000)
  2613. glDepthFunc(GL_ALWAYS)
  2614. glDepthMask(false)
  2615. glDisable(GL_CULL_FACE)
  2616. glViewport(0,0,1600,900)
  2617. glScissor(0,0,1600,900)
  2618. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,13)
  2619. glUseProgram(75)
  2620. glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,2)
  2621. glBindBufferARB(GL_ARRAY_BUFFER,1)
  2622. glEnableVertexAttribArrayARB(0)
  2623. glEnableVertexAttribArrayARB(2)
  2624. glEnableVertexAttribArrayARB(3)
  2625. glEnableVertexAttribArrayARB(4)
  2626. glEnableVertexAttribArrayARB(8)
  2627. glEnableVertexAttribArrayARB(9)
  2628. glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
  2629. glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
  2630. glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
  2631. glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
  2632. glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
  2633. glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
  2634. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,0003A980,80000) GLSL=75 Textures[ (0,13) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2635. glViewport(0,0,1600,900)
  2636. glScissor(0,0,1600,900)
  2637. glDepthFunc(GL_LEQUAL)
  2638. glDepthMask(true)
  2639. glClearStencil(128)
  2640. glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
  2641. glCullFace(GL_FRONT)
  2642. glBindVertexArray(1)
  2643. glDisable(GL_DEPTH_BOUNDS_TEST_EXT)
  2644. glDisable(GL_CULL_FACE)
  2645. glUseProgram(3)
  2646. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,2102)
  2647. glEnable(GL_BLEND)
  2648. glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA)
  2649. glDepthMask(false)
  2650. glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
  2651. glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,00000000,0) GLSL=3 Textures[ (0,2102) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2652. glEnable(GL_BLEND)
  2653. glBlendFunc(GL_ONE,GL_ONE)
  2654. glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
  2655. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,00000020,0) GLSL=3 Textures[ (0,2102) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2656. glEnable(GL_BLEND)
  2657. glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA)
  2658. glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
  2659. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,00000030,0) GLSL=3 Textures[ (0,2102) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2660. glEnable(GL_BLEND)
  2661. glBlendFunc(GL_ONE,GL_ONE)
  2662. glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
  2663. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,00000040,0) GLSL=3 Textures[ (0,2102) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2664. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,23)
  2665. glEnable(GL_BLEND)
  2666. glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA)
  2667. glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
  2668. glDrawElementsBaseVertex(GL_TRIANGLES,120,GL_UNSIGNED_SHORT,00000050,0) GLSL=3 Textures[ (0,23) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2669. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,2102)
  2670. glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
  2671. glDrawElementsBaseVertex(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,00000140,0) GLSL=3 Textures[ (0,2102) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2672. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,2091)
  2673. glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
  2674. glDrawElementsBaseVertex(GL_TRIANGLES,630,GL_UNSIGNED_SHORT,000001A0,0) GLSL=3 Textures[ (0,2091) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2675. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,2102)
  2676. glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
  2677. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,00000690,0) GLSL=3 Textures[ (0,2102) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2678. glEnable(GL_BLEND)
  2679. glBlendFunc(GL_ONE,GL_ONE)
  2680. glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
  2681. glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,000006A0,0) GLSL=3 Textures[ (0,2102) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2682. glEnable(GL_BLEND)
  2683. glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA)
  2684. glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
  2685. glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,000006C0,0) GLSL=3 Textures[ (0,2102) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2686. glEnable(GL_BLEND)
  2687. glBlendFunc(GL_ONE,GL_ONE)
  2688. glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
  2689. glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,000006E0,0) GLSL=3 Textures[ (0,2102) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2690. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,23)
  2691. glEnable(GL_BLEND)
  2692. glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA)
  2693. glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
  2694. glDrawElementsBaseVertex(GL_TRIANGLES,180,GL_UNSIGNED_SHORT,00000700,0) GLSL=3 Textures[ (0,23) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2695. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,2102)
  2696. glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
  2697. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,00000870,0) GLSL=3 Textures[ (0,2102) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2698. glUseProgram(15)
  2699. glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,19)
  2700. glEnable(GL_BLEND)
  2701. glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA)
  2702. glColorMask(false,false,false,false)
  2703. glEnable(GL_STENCIL_TEST)
  2704. glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
  2705. glUniform4fv(1,12,[1.000000,1.000000,1.000000,1.000000])
  2706. glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
  2707. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,00000880,0) GLSL=15 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2708. glUseProgram(3)
  2709. glEnable(GL_BLEND)
  2710. glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA)
  2711. glColorMask(true,true,true,true)
  2712. glEnable(GL_STENCIL_TEST)
  2713. glStencilFunc(GL_EQUAL,129,255)
  2714. glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
  2715. glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
  2716. glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,00000890,0) GLSL=3 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2717. glUseProgram(15)
  2718. glEnable(GL_BLEND)
  2719. glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA)
  2720. glColorMask(false,false,false,false)
  2721. glEnable(GL_STENCIL_TEST)
  2722. glStencilFunc(GL_ALWAYS,0,0)
  2723. glStencilOp(GL_KEEP,GL_KEEP,GL_DECR)
  2724. glUniform4fv(1,12,[1.000000,1.000000,1.000000,1.000000])
  2725. glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
  2726. glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,000008B0,0) GLSL=15 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
  2727. glEnable(GL_CULL_FACE)
  2728. glCullFace(GL_FRONT)
  2729. glColorMask(true,true,true,true)
  2730. glFlush()
  2731. glEndQueryARB(GL_TIME_ELAPSED)
  2732. glFlush()
  2733. wglSwapBuffers(98011488)=true
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