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Nov 13th, 2013
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  1. glEnable(32925)
  2. glGetIntegerv(33307)
  3. glGetIntegerv(33308)
  4. glEnable(GL_BLEND)
  5. glEnable(GL_TEXTURE_2D)
  6. glEnable(GL_CULL_FACE)
  7. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
  8. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
  9. glDisable(GL_DEPTH_TEST)
  10. glCullFace(GL_BACK)
  11. glClearColor(0.25, 0.25, 0.25, 0.5)
  12. glGenTextures(1)
  13. glBindTexture(GL_TEXTURE_2D, 1)
  14. glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, 680, 440)
  15. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
  16. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
  17. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
  18. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
  19. glBindTexture(GL_TEXTURE_2D, 0)
  20. glGenTextures(1)
  21. glBindTexture(GL_TEXTURE_2D, 2)
  22. glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB32F, 680, 440)
  23. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
  24. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
  25. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
  26. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
  27. glBindTexture(GL_TEXTURE_2D, 0)
  28. glGenTextures(1)
  29. glBindTexture(GL_TEXTURE_2D, 3)
  30. glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB32F, 680, 440)
  31. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
  32. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
  33. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
  34. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
  35. glBindTexture(GL_TEXTURE_2D, 0)
  36. glGenTextures(1)
  37. glBindTexture(GL_TEXTURE_2D, 4)
  38. glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32F, 680, 440)
  39. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
  40. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
  41. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
  42. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
  43. glBindTexture(GL_TEXTURE_2D, 0)
  44. glGenTextures(1)
  45. glBindTexture(GL_TEXTURE_2D, 5)
  46. glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, 680, 440)
  47. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
  48. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
  49. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
  50. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
  51. glBindTexture(GL_TEXTURE_2D, 0)
  52. glGenTextures(1)
  53. glBindTexture(GL_TEXTURE_2D, 6)
  54. glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT32F, 680, 440)
  55. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
  56. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
  57. glTexParameterf(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_ALPHA)
  58. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
  59. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
  60. glBindTexture(GL_TEXTURE_2D, 0)
  61. glGenFramebuffers(1)
  62. glBindFramebuffer(GL_FRAMEBUFFER, 1)
  63. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 2, 0)
  64. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, 3, 0)
  65. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 6, 0)
  66. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT4, GL_TEXTURE_2D, 5, 0)
  67. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, 4, 0)
  68. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 1, 0)
  69. GL_FRAMEBUFFER_COMPLETE = glCheckFramebufferStatus(GL_FRAMEBUFFER)
  70. glBindFramebuffer(GL_FRAMEBUFFER, 0)
  71. GL_texture_mirror_once = glCreateShader(GL_VERTEX_SHADER)
  72. glShaderSource(1, 1)
  73. glCompileShader(1)
  74. glGetShaderiv(1, GL_OBJECT_COMPILE_STATUS)
  75. GL_CLIENT_VERTEX_ARRAY_BIT = glCreateShader(GL_FRAGMENT_SHADER)
  76. glShaderSource(2, 1)
  77. glCompileShader(2)
  78. glGetShaderiv(2, GL_OBJECT_COMPILE_STATUS)
  79. GL_LINE_STRIP = glCreateProgram()
  80. glAttachShader(3, 1)
  81. glAttachShader(3, 2)
  82. glLinkProgram(3)
  83. glGetProgramiv(3, GL_LINK_STATUS)
  84. glDetachShader(3, 1)
  85. glDeleteShader(1)
  86. glDetachShader(3, 2)
  87. glDeleteShader(2)
  88. GL_texture_mirror_once = glGetUniformLocation(3, "camera_matrix")
  89. GL_CLIENT_VERTEX_ARRAY_BIT = glGetUniformLocation(3, "model_matrix")
  90. GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV = glGetUniformLocation(3, "tex_diffuse")
  91. GL_RELATIVE_HORIZONTAL_LINE_TO_NV = glGetUniformLocation(3, "tex_position")
  92. GL_VERTICAL_LINE_TO_NV = glGetUniformLocation(3, "tex_specular")
  93. GL_ENV_COPY = glGetUniformLocation(3, "cam_pos")
  94. GL_HORIZONTAL_LINE_TO_NV = glGetUniformLocation(3, "tex_normal")
  95. GL_LINE_STRIP = glGetUniformLocation(3, "tex_depth")
  96. GL_TRIANGLE_STRIP = glGetUniformLocation(3, "tex_light")
  97. glBindAttribLocation(3, 0, "pos")
  98. glBindAttribLocation(3, 1, "uv")
  99. glGenBuffers(1)
  100. glBindBuffer(GL_ARRAY_BUFFER, 1)
  101. glBufferData(GL_ARRAY_BUFFER, 96, GL_DYNAMIC_DRAW)
  102. glGenVertexArrays(1)
  103. glBindVertexArray(1)
  104. glEnableVertexAttribArray(0)
  105. glVertexAttribPointer(0, 2, GL_FLOAT, false, GL_QUARTER_BIT)
  106. glEnableVertexAttribArray(1)
  107. glVertexAttribPointer(1, 2, GL_FLOAT, false, GL_QUARTER_BIT)
  108. glBindVertexArray(0)
  109. GL_texture_mirror_once = glCreateShader(GL_VERTEX_SHADER)
  110. glShaderSource(1, 1)
  111. glCompileShader(1)
  112. glGetShaderiv(1, GL_OBJECT_COMPILE_STATUS)
  113. GL_CLIENT_VERTEX_ARRAY_BIT = glCreateShader(GL_FRAGMENT_SHADER)
  114. glShaderSource(2, 1)
  115. glCompileShader(2)
  116. glGetShaderiv(2, GL_OBJECT_COMPILE_STATUS)
  117. GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV = glCreateProgram()
  118. glAttachShader(4, 1)
  119. glAttachShader(4, 2)
  120. glLinkProgram(4)
  121. glGetProgramiv(4, GL_LINK_STATUS)
  122. glDetachShader(4, 1)
  123. glDeleteShader(1)
  124. glDetachShader(4, 2)
  125. glDeleteShader(2)
  126. GL_ENV_COPY = glGetUniformLocation(4, "camera_matrix")
  127. GL_CLIENT_VERTEX_ARRAY_BIT = glGetUniformLocation(4, "model_matrix")
  128. GL_texture_mirror_once = glGetUniformLocation(4, "global_color")
  129. GL_LINE_STRIP = glGetUniformLocation(4, "texture")
  130. glBindAttribLocation(4, 0, "pos")
  131. glBindAttribLocation(4, 1, "uv")
  132. glBindAttribLocation(4, 2, "color")
  133. glGenBuffers(1)
  134. glBindBuffer(GL_ARRAY_BUFFER, 2)
  135. glBufferData(GL_ARRAY_BUFFER, 192, GL_DYNAMIC_DRAW)
  136. glGenVertexArrays(1)
  137. glBindVertexArray(2)
  138. glEnableVertexAttribArray(0)
  139. glVertexAttribPointer(0, 2, GL_FLOAT, false, GL_GLYPH_VERTICAL_BEARING_X_BIT_NV)
  140. glEnableVertexAttribArray(1)
  141. glVertexAttribPointer(1, 2, GL_FLOAT, false, GL_GLYPH_VERTICAL_BEARING_X_BIT_NV)
  142. glEnableVertexAttribArray(2)
  143. glVertexAttribPointer(2, 4, GL_FLOAT, false, GL_GLYPH_VERTICAL_BEARING_X_BIT_NV)
  144. glBindVertexArray(0)
  145. glGenTextures(1)
  146. glBindTexture(GL_TEXTURE_2D, 7)
  147. glTexStorage2D(GL_TEXTURE_2D, 4, GL_RGBA8, GL_COMMAND_BARRIER_BIT, GL_COMMAND_BARRIER_BIT)
  148. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
  149. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
  150. glBindTexture(GL_TEXTURE_2D, 0)
  151. glBindTexture(GL_TEXTURE_2D, 7)
  152. glPixelStorei(GL_PACK_ALIGNMENT, 4)
  153. glPixelStorei(GL_UNPACK_ALIGNMENT, 4)
  154. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
  155. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
  156. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GL_COMMAND_BARRIER_BIT, GL_COMMAND_BARRIER_BIT, GL_BGRA, GL_UNSIGNED_BYTE)
  157. glGenerateMipmap(GL_TEXTURE_2D)
  158. glBindTexture(GL_TEXTURE_2D, 0)
  159. GL_texture_mirror_once = glCreateShader(GL_VERTEX_SHADER)
  160. glShaderSource(1, 1)
  161. glCompileShader(1)
  162. glGetShaderiv(1, GL_OBJECT_COMPILE_STATUS)
  163. GL_CLIENT_VERTEX_ARRAY_BIT = glCreateShader(GL_FRAGMENT_SHADER)
  164. glShaderSource(2, 1)
  165. glCompileShader(2)
  166. glGetShaderiv(2, GL_OBJECT_COMPILE_STATUS)
  167. GL_TRIANGLE_STRIP = glCreateProgram()
  168. glAttachShader(5, 1)
  169. glAttachShader(5, 2)
  170. glLinkProgram(5)
  171. glGetProgramiv(5, GL_LINK_STATUS)
  172. glDetachShader(5, 1)
  173. glDeleteShader(1)
  174. glDetachShader(5, 2)
  175. glDeleteShader(2)
  176. GL_ENV_COPY = glGetUniformLocation(5, "camera_matrix")
  177. GL_CLIENT_VERTEX_ARRAY_BIT = glGetUniformLocation(5, "model_matrix")
  178. GL_LINE_STRIP = glGetUniformLocation(5, "smoothness")
  179. GL_texture_mirror_once = glGetUniformLocation(5, "global_color")
  180. GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV = glGetUniformLocation(5, "texture")
  181. glBindAttribLocation(5, 0, "pos")
  182. glBindAttribLocation(5, 1, "uv")
  183. glBindAttribLocation(5, 2, "color")
  184. glGenBuffers(1)
  185. glBindBuffer(GL_ARRAY_BUFFER, 3)
  186. glBufferData(GL_ARRAY_BUFFER, 192, GL_DYNAMIC_DRAW)
  187. glGenVertexArrays(1)
  188. glBindVertexArray(3)
  189. glEnableVertexAttribArray(0)
  190. glVertexAttribPointer(0, 2, GL_FLOAT, false, GL_GLYPH_VERTICAL_BEARING_X_BIT_NV)
  191. glEnableVertexAttribArray(1)
  192. glVertexAttribPointer(1, 2, GL_FLOAT, false, GL_GLYPH_VERTICAL_BEARING_X_BIT_NV)
  193. glEnableVertexAttribArray(2)
  194. glVertexAttribPointer(2, 4, GL_FLOAT, false, GL_GLYPH_VERTICAL_BEARING_X_BIT_NV)
  195. glBindVertexArray(0)
  196. glGenTextures(1)
  197. glBindTexture(GL_TEXTURE_2D, 8)
  198. glTexStorage2D(GL_TEXTURE_2D, 4, GL_RGBA8, 1, GL_RELATIVE_ARC_TO_NV)
  199. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
  200. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
  201. glBindTexture(GL_TEXTURE_2D, 0)
  202. glBindTexture(GL_TEXTURE_2D, 8)
  203. glPixelStorei(GL_PACK_ALIGNMENT, 4)
  204. glPixelStorei(GL_UNPACK_ALIGNMENT, 4)
  205. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
  206. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
  207. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, GL_RELATIVE_ARC_TO_NV, GL_BGRA, GL_UNSIGNED_BYTE)
  208. glGenerateMipmap(GL_TEXTURE_2D)
  209. glBindTexture(GL_TEXTURE_2D, 0)
  210. cdata<struct BOOL>: 0x03347f80 = glSwapIntervalEXT(0)
  211. glClear(16640)
  212. glViewport(0, 0, 680, 440)
  213. glPushMatrix()
  214. glTranslated(0, -345, 0)
  215. glScaled(680, 1382.3007675795, 0)
  216. glUseProgram(4)
  217. glBindBuffer(GL_ARRAY_BUFFER, 2)
  218. glBindVertexArray(2)
  219. glGetFloatv(GL_PROJECTION_MATRIX)
  220. glUniformMatrix4fv(0, 1, 0)
  221. glUniform4f(1, 1, 1, 1, 1)
  222. glGetFloatv(GL_MODELVIEW0_MATRIX)
  223. glUniformMatrix4fv(2, 1, 0)
  224. glActiveTexture(GL_TEXTURE0)
  225. glBindTexture(GL_TEXTURE_2D, 8)
  226. glUniform1i(3, 0)
  227. glDrawArrays(4, 0, 6)
  228. glPopMatrix()
  229. glBindFramebuffer(GL_FRAMEBUFFER, 1)
  230. glPushAttrib(GL_TRANSFORM_FEEDBACK_BARRIER_BIT)
  231. glViewport(0, 0, 680, 440)
  232. glClear(16640)
  233. glClearColor(0, 0, 0, 1)
  234. glActiveTextureARB(GL_TEXTURE0)
  235. glEnable(GL_TEXTURE_2D)
  236. glDrawBuffers(4)
  237. glMatrixMode(GL_PROJECTION)
  238. glLoadIdentity()
  239. glTranslated(0, 0, -10)
  240. glEnable(GL_DEPTH_TEST)
  241. glMatrixMode(GL_MODELVIEW0)
  242. glPushMatrix()
  243. glPopMatrix()
  244. glBindFramebuffer(GL_FRAMEBUFFER, 0)
  245. glPopAttrib()
  246. glMatrixMode(GL_PROJECTION)
  247. glLoadIdentity()
  248. glTranslated(0, 0, -10)
  249. glEnable(GL_DEPTH_TEST)
  250. glMatrixMode(GL_MODELVIEW0)
  251. glBindFramebuffer(GL_FRAMEBUFFER, 1)
  252. glActiveTextureARB(GL_TEXTURE4)
  253. glEnable(GL_TEXTURE_2D)
  254. glDisable(GL_DEPTH_TEST)
  255. glDisable(GL_CULL_FACE)
  256. glEnable(GL_DEPTH_TEST)
  257. glEnable(GL_CULL_FACE)
  258. glBindFramebuffer(GL_FRAMEBUFFER, 0)
  259. glMatrixMode(GL_PROJECTION)
  260. glLoadIdentity()
  261. glOrtho(0, 680, 0, 440, -1, 1)
  262. glScaled(1, -1, 0)
  263. glTranslated(0, -440, 0)
  264. glDisable(GL_DEPTH_TEST)
  265. glMatrixMode(GL_MODELVIEW0)
  266. glPushMatrix()
  267. glScaled(680, 440, 0)
  268. glUseProgram(3)
  269. glBindBuffer(GL_ARRAY_BUFFER, 1)
  270. glBindVertexArray(1)
  271. glUniform3f(0, 0, 0, -10)
  272. glGetFloatv(GL_PROJECTION_MATRIX)
  273. glUniformMatrix4fv(1, 1, 0)
  274. glGetFloatv(GL_MODELVIEW0_MATRIX)
  275. glUniformMatrix4fv(2, 1, 0)
  276. glActiveTexture(GL_TEXTURE5)
  277. glBindTexture(GL_TEXTURE_2D, 6)
  278. glUniform1i(3, 5)
  279. glActiveTexture(GL_TEXTURE0)
  280. glBindTexture(GL_TEXTURE_2D, 1)
  281. glUniform1i(4, 0)
  282. glActiveTexture(GL_TEXTURE4)
  283. glBindTexture(GL_TEXTURE_2D, 5)
  284. glUniform1i(5, 4)
  285. glActiveTexture(GL_TEXTURE1)
  286. glBindTexture(GL_TEXTURE_2D, 2)
  287. glUniform1i(6, 1)
  288. glActiveTexture(GL_TEXTURE2)
  289. glBindTexture(GL_TEXTURE_2D, 3)
  290. glUniform1i(7, 2)
  291. glActiveTexture(GL_TEXTURE3)
  292. glBindTexture(GL_TEXTURE_2D, 4)
  293. glUniform1i(8, 3)
  294. glDrawArrays(4, 0, 6)
  295. glPopMatrix()
  296. glMatrixMode(GL_PROJECTION)
  297. glLoadIdentity()
  298. glOrtho(0, 680, 0, 440, -1, 1)
  299. glScaled(1, -1, 0)
  300. glTranslated(0, -440, 0)
  301. glDisable(GL_DEPTH_TEST)
  302. glMatrixMode(GL_MODELVIEW0)
  303. glPushMatrix()
  304. glPopMatrix()
  305. glClear(16640)
  306. glViewport(0, 0, 680, 440)
  307. glPushMatrix()
  308. glTranslated(0, -345, 0)
  309. glScaled(680, 1382.3007675795, 0)
  310. glUseProgram(4)
  311. glBindBuffer(GL_ARRAY_BUFFER, 2)
  312. glBindVertexArray(2)
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