Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- glEnable(32925)
- glGetIntegerv(33307)
- glGetIntegerv(33308)
- glEnable(GL_BLEND)
- glEnable(GL_TEXTURE_2D)
- glEnable(GL_CULL_FACE)
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
- glDisable(GL_DEPTH_TEST)
- glCullFace(GL_BACK)
- glClearColor(0.25, 0.25, 0.25, 0.5)
- glGenTextures(1)
- glBindTexture(GL_TEXTURE_2D, 1)
- glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, 680, 440)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
- glBindTexture(GL_TEXTURE_2D, 0)
- glGenTextures(1)
- glBindTexture(GL_TEXTURE_2D, 2)
- glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB32F, 680, 440)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
- glBindTexture(GL_TEXTURE_2D, 0)
- glGenTextures(1)
- glBindTexture(GL_TEXTURE_2D, 3)
- glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB32F, 680, 440)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
- glBindTexture(GL_TEXTURE_2D, 0)
- glGenTextures(1)
- glBindTexture(GL_TEXTURE_2D, 4)
- glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32F, 680, 440)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
- glBindTexture(GL_TEXTURE_2D, 0)
- glGenTextures(1)
- glBindTexture(GL_TEXTURE_2D, 5)
- glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, 680, 440)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
- glBindTexture(GL_TEXTURE_2D, 0)
- glGenTextures(1)
- glBindTexture(GL_TEXTURE_2D, 6)
- glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT32F, 680, 440)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
- glTexParameterf(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_ALPHA)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
- glBindTexture(GL_TEXTURE_2D, 0)
- glGenFramebuffers(1)
- glBindFramebuffer(GL_FRAMEBUFFER, 1)
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 2, 0)
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, 3, 0)
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 6, 0)
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT4, GL_TEXTURE_2D, 5, 0)
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, 4, 0)
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 1, 0)
- GL_FRAMEBUFFER_COMPLETE = glCheckFramebufferStatus(GL_FRAMEBUFFER)
- glBindFramebuffer(GL_FRAMEBUFFER, 0)
- GL_texture_mirror_once = glCreateShader(GL_VERTEX_SHADER)
- glShaderSource(1, 1)
- glCompileShader(1)
- glGetShaderiv(1, GL_OBJECT_COMPILE_STATUS)
- GL_CLIENT_VERTEX_ARRAY_BIT = glCreateShader(GL_FRAGMENT_SHADER)
- glShaderSource(2, 1)
- glCompileShader(2)
- glGetShaderiv(2, GL_OBJECT_COMPILE_STATUS)
- GL_LINE_STRIP = glCreateProgram()
- glAttachShader(3, 1)
- glAttachShader(3, 2)
- glLinkProgram(3)
- glGetProgramiv(3, GL_LINK_STATUS)
- glDetachShader(3, 1)
- glDeleteShader(1)
- glDetachShader(3, 2)
- glDeleteShader(2)
- GL_texture_mirror_once = glGetUniformLocation(3, "camera_matrix")
- GL_CLIENT_VERTEX_ARRAY_BIT = glGetUniformLocation(3, "model_matrix")
- GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV = glGetUniformLocation(3, "tex_diffuse")
- GL_RELATIVE_HORIZONTAL_LINE_TO_NV = glGetUniformLocation(3, "tex_position")
- GL_VERTICAL_LINE_TO_NV = glGetUniformLocation(3, "tex_specular")
- GL_ENV_COPY = glGetUniformLocation(3, "cam_pos")
- GL_HORIZONTAL_LINE_TO_NV = glGetUniformLocation(3, "tex_normal")
- GL_LINE_STRIP = glGetUniformLocation(3, "tex_depth")
- GL_TRIANGLE_STRIP = glGetUniformLocation(3, "tex_light")
- glBindAttribLocation(3, 0, "pos")
- glBindAttribLocation(3, 1, "uv")
- glGenBuffers(1)
- glBindBuffer(GL_ARRAY_BUFFER, 1)
- glBufferData(GL_ARRAY_BUFFER, 96, GL_DYNAMIC_DRAW)
- glGenVertexArrays(1)
- glBindVertexArray(1)
- glEnableVertexAttribArray(0)
- glVertexAttribPointer(0, 2, GL_FLOAT, false, GL_QUARTER_BIT)
- glEnableVertexAttribArray(1)
- glVertexAttribPointer(1, 2, GL_FLOAT, false, GL_QUARTER_BIT)
- glBindVertexArray(0)
- GL_texture_mirror_once = glCreateShader(GL_VERTEX_SHADER)
- glShaderSource(1, 1)
- glCompileShader(1)
- glGetShaderiv(1, GL_OBJECT_COMPILE_STATUS)
- GL_CLIENT_VERTEX_ARRAY_BIT = glCreateShader(GL_FRAGMENT_SHADER)
- glShaderSource(2, 1)
- glCompileShader(2)
- glGetShaderiv(2, GL_OBJECT_COMPILE_STATUS)
- GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV = glCreateProgram()
- glAttachShader(4, 1)
- glAttachShader(4, 2)
- glLinkProgram(4)
- glGetProgramiv(4, GL_LINK_STATUS)
- glDetachShader(4, 1)
- glDeleteShader(1)
- glDetachShader(4, 2)
- glDeleteShader(2)
- GL_ENV_COPY = glGetUniformLocation(4, "camera_matrix")
- GL_CLIENT_VERTEX_ARRAY_BIT = glGetUniformLocation(4, "model_matrix")
- GL_texture_mirror_once = glGetUniformLocation(4, "global_color")
- GL_LINE_STRIP = glGetUniformLocation(4, "texture")
- glBindAttribLocation(4, 0, "pos")
- glBindAttribLocation(4, 1, "uv")
- glBindAttribLocation(4, 2, "color")
- glGenBuffers(1)
- glBindBuffer(GL_ARRAY_BUFFER, 2)
- glBufferData(GL_ARRAY_BUFFER, 192, GL_DYNAMIC_DRAW)
- glGenVertexArrays(1)
- glBindVertexArray(2)
- glEnableVertexAttribArray(0)
- glVertexAttribPointer(0, 2, GL_FLOAT, false, GL_GLYPH_VERTICAL_BEARING_X_BIT_NV)
- glEnableVertexAttribArray(1)
- glVertexAttribPointer(1, 2, GL_FLOAT, false, GL_GLYPH_VERTICAL_BEARING_X_BIT_NV)
- glEnableVertexAttribArray(2)
- glVertexAttribPointer(2, 4, GL_FLOAT, false, GL_GLYPH_VERTICAL_BEARING_X_BIT_NV)
- glBindVertexArray(0)
- glGenTextures(1)
- glBindTexture(GL_TEXTURE_2D, 7)
- glTexStorage2D(GL_TEXTURE_2D, 4, GL_RGBA8, GL_COMMAND_BARRIER_BIT, GL_COMMAND_BARRIER_BIT)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
- glBindTexture(GL_TEXTURE_2D, 0)
- glBindTexture(GL_TEXTURE_2D, 7)
- glPixelStorei(GL_PACK_ALIGNMENT, 4)
- glPixelStorei(GL_UNPACK_ALIGNMENT, 4)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GL_COMMAND_BARRIER_BIT, GL_COMMAND_BARRIER_BIT, GL_BGRA, GL_UNSIGNED_BYTE)
- glGenerateMipmap(GL_TEXTURE_2D)
- glBindTexture(GL_TEXTURE_2D, 0)
- GL_texture_mirror_once = glCreateShader(GL_VERTEX_SHADER)
- glShaderSource(1, 1)
- glCompileShader(1)
- glGetShaderiv(1, GL_OBJECT_COMPILE_STATUS)
- GL_CLIENT_VERTEX_ARRAY_BIT = glCreateShader(GL_FRAGMENT_SHADER)
- glShaderSource(2, 1)
- glCompileShader(2)
- glGetShaderiv(2, GL_OBJECT_COMPILE_STATUS)
- GL_TRIANGLE_STRIP = glCreateProgram()
- glAttachShader(5, 1)
- glAttachShader(5, 2)
- glLinkProgram(5)
- glGetProgramiv(5, GL_LINK_STATUS)
- glDetachShader(5, 1)
- glDeleteShader(1)
- glDetachShader(5, 2)
- glDeleteShader(2)
- GL_ENV_COPY = glGetUniformLocation(5, "camera_matrix")
- GL_CLIENT_VERTEX_ARRAY_BIT = glGetUniformLocation(5, "model_matrix")
- GL_LINE_STRIP = glGetUniformLocation(5, "smoothness")
- GL_texture_mirror_once = glGetUniformLocation(5, "global_color")
- GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV = glGetUniformLocation(5, "texture")
- glBindAttribLocation(5, 0, "pos")
- glBindAttribLocation(5, 1, "uv")
- glBindAttribLocation(5, 2, "color")
- glGenBuffers(1)
- glBindBuffer(GL_ARRAY_BUFFER, 3)
- glBufferData(GL_ARRAY_BUFFER, 192, GL_DYNAMIC_DRAW)
- glGenVertexArrays(1)
- glBindVertexArray(3)
- glEnableVertexAttribArray(0)
- glVertexAttribPointer(0, 2, GL_FLOAT, false, GL_GLYPH_VERTICAL_BEARING_X_BIT_NV)
- glEnableVertexAttribArray(1)
- glVertexAttribPointer(1, 2, GL_FLOAT, false, GL_GLYPH_VERTICAL_BEARING_X_BIT_NV)
- glEnableVertexAttribArray(2)
- glVertexAttribPointer(2, 4, GL_FLOAT, false, GL_GLYPH_VERTICAL_BEARING_X_BIT_NV)
- glBindVertexArray(0)
- glGenTextures(1)
- glBindTexture(GL_TEXTURE_2D, 8)
- glTexStorage2D(GL_TEXTURE_2D, 4, GL_RGBA8, 1, GL_RELATIVE_ARC_TO_NV)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
- glBindTexture(GL_TEXTURE_2D, 0)
- glBindTexture(GL_TEXTURE_2D, 8)
- glPixelStorei(GL_PACK_ALIGNMENT, 4)
- glPixelStorei(GL_UNPACK_ALIGNMENT, 4)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, GL_RELATIVE_ARC_TO_NV, GL_BGRA, GL_UNSIGNED_BYTE)
- glGenerateMipmap(GL_TEXTURE_2D)
- glBindTexture(GL_TEXTURE_2D, 0)
- cdata<struct BOOL>: 0x03347f80 = glSwapIntervalEXT(0)
- glClear(16640)
- glViewport(0, 0, 680, 440)
- glPushMatrix()
- glTranslated(0, -345, 0)
- glScaled(680, 1382.3007675795, 0)
- glUseProgram(4)
- glBindBuffer(GL_ARRAY_BUFFER, 2)
- glBindVertexArray(2)
- glGetFloatv(GL_PROJECTION_MATRIX)
- glUniformMatrix4fv(0, 1, 0)
- glUniform4f(1, 1, 1, 1, 1)
- glGetFloatv(GL_MODELVIEW0_MATRIX)
- glUniformMatrix4fv(2, 1, 0)
- glActiveTexture(GL_TEXTURE0)
- glBindTexture(GL_TEXTURE_2D, 8)
- glUniform1i(3, 0)
- glDrawArrays(4, 0, 6)
- glPopMatrix()
- glBindFramebuffer(GL_FRAMEBUFFER, 1)
- glPushAttrib(GL_TRANSFORM_FEEDBACK_BARRIER_BIT)
- glViewport(0, 0, 680, 440)
- glClear(16640)
- glClearColor(0, 0, 0, 1)
- glActiveTextureARB(GL_TEXTURE0)
- glEnable(GL_TEXTURE_2D)
- glDrawBuffers(4)
- glMatrixMode(GL_PROJECTION)
- glLoadIdentity()
- glTranslated(0, 0, -10)
- glEnable(GL_DEPTH_TEST)
- glMatrixMode(GL_MODELVIEW0)
- glPushMatrix()
- glPopMatrix()
- glBindFramebuffer(GL_FRAMEBUFFER, 0)
- glPopAttrib()
- glMatrixMode(GL_PROJECTION)
- glLoadIdentity()
- glTranslated(0, 0, -10)
- glEnable(GL_DEPTH_TEST)
- glMatrixMode(GL_MODELVIEW0)
- glBindFramebuffer(GL_FRAMEBUFFER, 1)
- glActiveTextureARB(GL_TEXTURE4)
- glEnable(GL_TEXTURE_2D)
- glDisable(GL_DEPTH_TEST)
- glDisable(GL_CULL_FACE)
- glEnable(GL_DEPTH_TEST)
- glEnable(GL_CULL_FACE)
- glBindFramebuffer(GL_FRAMEBUFFER, 0)
- glMatrixMode(GL_PROJECTION)
- glLoadIdentity()
- glOrtho(0, 680, 0, 440, -1, 1)
- glScaled(1, -1, 0)
- glTranslated(0, -440, 0)
- glDisable(GL_DEPTH_TEST)
- glMatrixMode(GL_MODELVIEW0)
- glPushMatrix()
- glScaled(680, 440, 0)
- glUseProgram(3)
- glBindBuffer(GL_ARRAY_BUFFER, 1)
- glBindVertexArray(1)
- glUniform3f(0, 0, 0, -10)
- glGetFloatv(GL_PROJECTION_MATRIX)
- glUniformMatrix4fv(1, 1, 0)
- glGetFloatv(GL_MODELVIEW0_MATRIX)
- glUniformMatrix4fv(2, 1, 0)
- glActiveTexture(GL_TEXTURE5)
- glBindTexture(GL_TEXTURE_2D, 6)
- glUniform1i(3, 5)
- glActiveTexture(GL_TEXTURE0)
- glBindTexture(GL_TEXTURE_2D, 1)
- glUniform1i(4, 0)
- glActiveTexture(GL_TEXTURE4)
- glBindTexture(GL_TEXTURE_2D, 5)
- glUniform1i(5, 4)
- glActiveTexture(GL_TEXTURE1)
- glBindTexture(GL_TEXTURE_2D, 2)
- glUniform1i(6, 1)
- glActiveTexture(GL_TEXTURE2)
- glBindTexture(GL_TEXTURE_2D, 3)
- glUniform1i(7, 2)
- glActiveTexture(GL_TEXTURE3)
- glBindTexture(GL_TEXTURE_2D, 4)
- glUniform1i(8, 3)
- glDrawArrays(4, 0, 6)
- glPopMatrix()
- glMatrixMode(GL_PROJECTION)
- glLoadIdentity()
- glOrtho(0, 680, 0, 440, -1, 1)
- glScaled(1, -1, 0)
- glTranslated(0, -440, 0)
- glDisable(GL_DEPTH_TEST)
- glMatrixMode(GL_MODELVIEW0)
- glPushMatrix()
- glPopMatrix()
- glClear(16640)
- glViewport(0, 0, 680, 440)
- glPushMatrix()
- glTranslated(0, -345, 0)
- glScaled(680, 1382.3007675795, 0)
- glUseProgram(4)
- glBindBuffer(GL_ARRAY_BUFFER, 2)
- glBindVertexArray(2)
Advertisement
Add Comment
Please, Sign In to add comment