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{"textures":[],"commands":[{"tag":"SetRenderTarget","arg0":0},{"tag":"ClearRenderTarget","arg0":[{"tag":"ClearImage","clearValue":{"tag":"VFloat","arg0":1},"imageSemantic":{"tag":"Depth"}},{"tag":"ClearImage","clearValue":{"tag":"VV4F","arg0":{"w":1,"z":0.5,"x":0.2,"y":0}},"imageSemantic":{"tag":"Color"}}]},{"tag":"SetProgram","arg0":3},{"tag":"SetRasterContext","arg0":{"arg3":{"tag":"LastVertex"},"tag":"TriangleCtx","arg0":{"tag":"CullFront","arg0":{"tag":"CCW"}},"arg1":{"tag":"PolygonFill"},"arg2":{"tag":"NoOffset"}}},{"tag":"SetAccumulationContext","arg0":{"accViewportName":null,"tag":"AccumulationContext","accOperations":[{"tag":"DepthOp","arg0":{"tag":"Less"},"arg1":true},{"tag":"ColorOp","arg0":{"tag":"NoBlending"},"arg1":{"tag":"VV4B","arg0":{"w":true,"z":true,"x":true,"y":true}}}]}},{"tag":"RenderSlot","arg0":0},{"tag":"SetProgram","arg0":2},{"tag":"SetRasterContext","arg0":{"arg3":{"tag":"LastVertex"},"tag":"TriangleCtx","arg0":{"tag":"CullBack","arg0":{"tag":"CCW"}},"arg1":{"tag":"PolygonFill"},"arg2":{"tag":"NoOffset"}}},{"tag":"SetAccumulationContext","arg0":{"accViewportName":null,"tag":"AccumulationContext","accOperations":[{"tag":"DepthOp","arg0":{"tag":"Less"},"arg1":true},{"tag":"ColorOp","arg0":{"tag":"NoBlending"},"arg1":{"tag":"VV4B","arg0":{"w":true,"z":true,"x":true,"y":true}}}]}},{"tag":"RenderSlot","arg0":0},{"tag":"SetProgram","arg0":1},{"tag":"SetRasterContext","arg0":{"arg3":{"tag":"LastVertex"},"tag":"TriangleCtx","arg0":{"tag":"CullFront","arg0":{"tag":"CCW"}},"arg1":{"tag":"PolygonFill"},"arg2":{"tag":"NoOffset"}}},{"tag":"SetAccumulationContext","arg0":{"accViewportName":null,"tag":"AccumulationContext","accOperations":[{"tag":"DepthOp","arg0":{"tag":"Less"},"arg1":true},{"tag":"ColorOp","arg0":{"tag":"NoBlending"},"arg1":{"tag":"VV4B","arg0":{"w":true,"z":true,"x":true,"y":true}}}]}},{"tag":"RenderSlot","arg0":0},{"tag":"SetProgram","arg0":0},{"tag":"SetRasterContext","arg0":{"arg3":{"tag":"LastVertex"},"tag":"TriangleCtx","arg0":{"tag":"CullBack","arg0":{"tag":"CCW"}},"arg1":{"tag":"PolygonFill"},"arg2":{"tag":"NoOffset"}}},{"tag":"SetAccumulationContext","arg0":{"accViewportName":null,"tag":"AccumulationContext","accOperations":[{"tag":"DepthOp","arg0":{"tag":"Less"},"arg1":true},{"tag":"ColorOp","arg0":{"tag":"NoBlending"},"arg1":{"tag":"VV4B","arg0":{"w":true,"z":true,"x":true,"y":true}}}]}},{"tag":"RenderSlot","arg0":0}],"slots":[{"tag":"Slot","slotPrimitive":{"tag":"Triangles"},"slotStreams":{"position":{"tag":"V4F"}},"slotName":"objects","slotUniforms":{"color":{"tag":"V4F"},"angleY":{"tag":"Float"},"faceAngle":{"tag":"Float"},"angleX":{"tag":"Float"},"rotatingFace":{"tag":"Float"}},"slotPrograms":[0,1,2,3]}],"programs":[{"programInTextures":{},"tag":"Program","programOutput":[{"tag":"Parameter","ty":{"tag":"V4F"},"name":"f0"}],"programStreams":{"vi1":{"tag":"Parameter","ty":{"tag":"V4F"},"name":"position"}},"fragmentShader":"#version 330 core\nvec4 texture2D(sampler2D s,vec2 uv) {\n return texture(s,uv);\n}\nuniform float rotatingFace;\nsmooth in vec4 vo1;\nsmooth in vec4 vo2;\nout vec4 f0;\nvec4 black;\nbool eq(float z0,float z1) {\n return ((z0) <= (z1)) && ((z0) >= (z1));\n}\nvoid main() {\n black = vec4 (0.0,0.0,0.0,1.0);\n if (!(eq (rotatingFace,0.0) ? ((vo1).y) <= (0.1) : eq (rotatingFace\n ,1.0) ? ((vo1).x) <= (0.1) : eq (rotatingFace,2.0) ? ((vo1).z) >= (-0.1) : eq\n (rotatingFace,3.0) ? ((vo1).x) >= (-0.1) : eq (rotatingFace\n ,4.0) ? ((vo1).y) >= (-0.1) : ((vo1).z) <= (0.1))) discard;\n f0 = black;\n}","vertexShader":"#version 330 core\nvec4 texture2D(sampler2D s,vec2 uv) {\n return texture(s,uv);\n}\nuniform float angleX;\nuniform float angleY;\nuniform vec4 color;\nin vec4 vi1;\nsmooth out vec4 vo1;\nsmooth out vec4 vo2;\nvec4 ext0_Float_3(vec3 z0) {\n return vec4 ((z0).x,(z0).y,(z0).z,0.0);\n}\nvec3 neg_VecSFloat3(vec3 z0) {\n return - (z0);\n}\nmat4 translateBefore4(vec3 z0) {\n return mat4 (vec4 (1.0,0.0,0.0,0.0)\n ,vec4 (0.0,1.0,0.0,0.0)\n ,vec4 (0.0,0.0,1.0,0.0)\n ,vec4 ((z0).x,(z0).y,(z0).z,1.0));\n}\nmat4 lookat(vec3 z0,vec3 z1,vec3 z2) {\n return (transpose (mat4 (ext0_Float_3 (normalize (cross (z2\n ,normalize ((z0) - (z1)))))\n ,ext0_Float_3 (cross (normalize ((z0) - (z1))\n ,normalize (cross (z2,normalize ((z0) - (z1))))))\n ,ext0_Float_3 (normalize ((z0) - (z1)))\n ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 (z0)));\n}\nmat4 perspective(float z0,float z1,float z2,float z3) {\n return mat4 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan\n ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan ((z2) / (2.0)))))))\n ,0.0\n ,0.0\n ,0.0)\n ,vec4 (0.0\n ,((2.0) * (z0)) / (((z0) * (tan ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan\n ((z2) / (2.0))))))\n ,0.0\n ,0.0)\n ,vec4 ((((z3) * ((z0) * (tan ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan\n ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan\n ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan ((z2) / (2.0)))))))\n ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan\n ((z2) / (2.0)))))) / (((z0) * (tan ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan\n ((z2) / (2.0))))))\n ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))\n ,-1.0)\n ,vec4 (0.0,0.0,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))),0.0));\n}\nmat4 rotMatrixX(float z0) {\n return mat4 (vec4 (1.0,0.0,0.0,0.0)\n ,vec4 (0.0,cos (z0),sin (z0),0.0)\n ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0)\n ,vec4 (0.0,0.0,0.0,1.0));\n}\nmat4 rotMatrixY(float z0) {\n return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0)\n ,vec4 (0.0,1.0,0.0,0.0)\n ,vec4 (sin (z0),0.0,cos (z0),0.0)\n ,vec4 (0.0,0.0,0.0,1.0));\n}\nvoid main() {\n gl_Position = (((perspective (0.1,100.0,0.6981317007977318,1.0)) * (lookat\n (((rotMatrixX (angleX)) * (vec4 (0.0,1.0,-2.0,0.0))).xyz\n ,vec3 (0.0,0.0,0.0)\n ,((rotMatrixX (angleX)) * (vec4 (0.0,1.0,0.0,0.0))).xyz))) * (rotMatrixY\n (angleY))) * (vi1);\n vo1 = vi1;\n vo2 = color;\n}","geometryShader":null,"programUniforms":{"color":{"tag":"V4F"},"angleY":{"tag":"Float"},"angleX":{"tag":"Float"},"rotatingFace":{"tag":"Float"}}},{"programInTextures":{},"tag":"Program","programOutput":[{"tag":"Parameter","ty":{"tag":"V4F"},"name":"f0"}],"programStreams":{"vi1":{"tag":"Parameter","ty":{"tag":"V4F"},"name":"position"}},"fragmentShader":"#version 330 core\nvec4 texture2D(sampler2D s,vec2 uv) {\n return texture(s,uv);\n}\nuniform float angleX;\nuniform float angleY;\nuniform float rotatingFace;\nsmooth in vec4 vo1;\nsmooth in vec4 vo2;\nout vec4 f0;\nvec4 ext0_Float_3(vec3 z0) {\n return vec4 ((z0).x,(z0).y,(z0).z,0.0);\n}\nvec3 neg_VecSFloat3(vec3 z0) {\n return - (z0);\n}\nmat4 translateBefore4(vec3 z0) {\n return mat4 (vec4 (1.0,0.0,0.0,0.0)\n ,vec4 (0.0,1.0,0.0,0.0)\n ,vec4 (0.0,0.0,1.0,0.0)\n ,vec4 ((z0).x,(z0).y,(z0).z,1.0));\n}\nvec4 white;\nvec4 addBorders_4(vec4 z0,vec4 z1) {\n return ((z1) * (white)) * (((abs\n (((z0).x) - (0.29500000000000004))) <= (5.0e-3)) || (((abs\n (((z0).x) - (0.1))) <= (5.0e-3)) || (((abs\n (((z0).x) + (0.1))) <= (5.0e-3)) || (((abs\n (((z0).x) + (0.29500000000000004))) <= (5.0e-3)) || (((abs\n (((z0).y) - (0.29500000000000004))) <= (5.0e-3)) || (((abs\n (((z0).y) - (0.1))) <= (5.0e-3)) || (((abs\n (((z0).y) + (0.1))) <= (5.0e-3)) || (((abs\n (((z0).y) + (0.29500000000000004))) <= (5.0e-3)) || (((abs\n (((z0).z) - (0.29500000000000004))) <= (5.0e-3)) || (((abs\n (((z0).z) - (0.1))) <= (5.0e-3)) || (((abs\n (((z0).z) + (0.1))) <= (5.0e-3)) || ((abs\n (((z0).z) + (0.29500000000000004))) <= (5.0e-3)))))))))))) ? 0.0 : 1.0);\n}\nvec4 addShadow_VecSFloat4_4(vec4 z0,vec4 z1) {\n return (z1) * ((((z0).y) / (1.5)) + (0.9));\n}\nbool eq(float z0,float z1) {\n return ((z0) <= (z1)) && ((z0) >= (z1));\n}\nmat4 lookat(vec3 z0,vec3 z1,vec3 z2) {\n return (transpose (mat4 (ext0_Float_3 (normalize (cross (z2\n ,normalize ((z0) - (z1)))))\n ,ext0_Float_3 (cross (normalize ((z0) - (z1))\n ,normalize (cross (z2,normalize ((z0) - (z1))))))\n ,ext0_Float_3 (normalize ((z0) - (z1)))\n ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 (z0)));\n}\nmat4 perspective(float z0,float z1,float z2,float z3) {\n return mat4 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan\n ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan ((z2) / (2.0)))))))\n ,0.0\n ,0.0\n ,0.0)\n ,vec4 (0.0\n ,((2.0) * (z0)) / (((z0) * (tan ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan\n ((z2) / (2.0))))))\n ,0.0\n ,0.0)\n ,vec4 ((((z3) * ((z0) * (tan ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan\n ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan\n ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan ((z2) / (2.0)))))))\n ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan\n ((z2) / (2.0)))))) / (((z0) * (tan ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan\n ((z2) / (2.0))))))\n ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))\n ,-1.0)\n ,vec4 (0.0,0.0,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))),0.0));\n}\nmat4 rotMatrixX(float z0) {\n return mat4 (vec4 (1.0,0.0,0.0,0.0)\n ,vec4 (0.0,cos (z0),sin (z0),0.0)\n ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0)\n ,vec4 (0.0,0.0,0.0,1.0));\n}\nmat4 rotMatrixY(float z0) {\n return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0)\n ,vec4 (0.0,1.0,0.0,0.0)\n ,vec4 (sin (z0),0.0,cos (z0),0.0)\n ,vec4 (0.0,0.0,0.0,1.0));\n}\nvoid main() {\n white = vec4 (1.0,1.0,1.0,1.0);\n if (!(eq (rotatingFace,0.0) ? ((vo1).y) <= (0.1) : eq (rotatingFace\n ,1.0) ? ((vo1).x) <= (0.1) : eq (rotatingFace,2.0) ? ((vo1).z) >= (-0.1) : eq\n (rotatingFace,3.0) ? ((vo1).x) >= (-0.1) : eq (rotatingFace\n ,4.0) ? ((vo1).y) >= (-0.1) : ((vo1).z) <= (0.1))) discard;\n f0 = addShadow_VecSFloat4_4 ((((perspective (0.1\n ,100.0\n ,0.6981317007977318\n ,1.0)) * (lookat (((rotMatrixX (angleX)) * (vec4 (0.0,1.0,-2.0,0.0))).xyz\n ,vec3 (0.0,0.0,0.0)\n ,((rotMatrixX (angleX)) * (vec4 (0.0,1.0,0.0,0.0))).xyz))) * (rotMatrixY\n (angleY))) * (vo1)\n ,addBorders_4 (vo1,vo2));\n}","vertexShader":"#version 330 core\nvec4 texture2D(sampler2D s,vec2 uv) {\n return texture(s,uv);\n}\nuniform float angleX;\nuniform float angleY;\nuniform vec4 color;\nin vec4 vi1;\nsmooth out vec4 vo1;\nsmooth out vec4 vo2;\nvec4 ext0_Float_3(vec3 z0) {\n return vec4 ((z0).x,(z0).y,(z0).z,0.0);\n}\nvec3 neg_VecSFloat3(vec3 z0) {\n return - (z0);\n}\nmat4 translateBefore4(vec3 z0) {\n return mat4 (vec4 (1.0,0.0,0.0,0.0)\n ,vec4 (0.0,1.0,0.0,0.0)\n ,vec4 (0.0,0.0,1.0,0.0)\n ,vec4 ((z0).x,(z0).y,(z0).z,1.0));\n}\nmat4 lookat(vec3 z0,vec3 z1,vec3 z2) {\n return (transpose (mat4 (ext0_Float_3 (normalize (cross (z2\n ,normalize ((z0) - (z1)))))\n ,ext0_Float_3 (cross (normalize ((z0) - (z1))\n ,normalize (cross (z2,normalize ((z0) - (z1))))))\n ,ext0_Float_3 (normalize ((z0) - (z1)))\n ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 (z0)));\n}\nmat4 perspective(float z0,float z1,float z2,float z3) {\n return mat4 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan\n ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan ((z2) / (2.0)))))))\n ,0.0\n ,0.0\n ,0.0)\n ,vec4 (0.0\n ,((2.0) * (z0)) / (((z0) * (tan ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan\n ((z2) / (2.0))))))\n ,0.0\n ,0.0)\n ,vec4 ((((z3) * ((z0) * (tan ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan\n ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan\n ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan ((z2) / (2.0)))))))\n ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan\n ((z2) / (2.0)))))) / (((z0) * (tan ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan\n ((z2) / (2.0))))))\n ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))\n ,-1.0)\n ,vec4 (0.0,0.0,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))),0.0));\n}\nmat4 rotMatrixX(float z0) {\n return mat4 (vec4 (1.0,0.0,0.0,0.0)\n ,vec4 (0.0,cos (z0),sin (z0),0.0)\n ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0)\n ,vec4 (0.0,0.0,0.0,1.0));\n}\nmat4 rotMatrixY(float z0) {\n return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0)\n ,vec4 (0.0,1.0,0.0,0.0)\n ,vec4 (sin (z0),0.0,cos (z0),0.0)\n ,vec4 (0.0,0.0,0.0,1.0));\n}\nvoid main() {\n gl_Position = (((perspective (0.1,100.0,0.6981317007977318,1.0)) * (lookat\n (((rotMatrixX (angleX)) * (vec4 (0.0,1.0,-2.0,0.0))).xyz\n ,vec3 (0.0,0.0,0.0)\n ,((rotMatrixX (angleX)) * (vec4 (0.0,1.0,0.0,0.0))).xyz))) * (rotMatrixY\n (angleY))) * (vi1);\n vo1 = vi1;\n vo2 = color;\n}","geometryShader":null,"programUniforms":{"color":{"tag":"V4F"},"angleY":{"tag":"Float"},"angleX":{"tag":"Float"},"rotatingFace":{"tag":"Float"}}},{"programInTextures":{},"tag":"Program","programOutput":[{"tag":"Parameter","ty":{"tag":"V4F"},"name":"f0"}],"programStreams":{"vi1":{"tag":"Parameter","ty":{"tag":"V4F"},"name":"position"}},"fragmentShader":"#version 330 core\nvec4 texture2D(sampler2D s,vec2 uv) {\n return texture(s,uv);\n}\nuniform float rotatingFace;\nsmooth in vec4 vo1;\nsmooth in vec4 vo2;\nout vec4 f0;\nvec4 black;\nbool eq(float z0,float z1) {\n return ((z0) <= (z1)) && ((z0) >= (z1));\n}\nvoid main() {\n black = vec4 (0.0,0.0,0.0,1.0);\n if (!(eq (rotatingFace,0.0) ? ((vo1).y) >= (0.1) : eq (rotatingFace\n ,1.0) ? ((vo1).x) >= (0.1) : eq (rotatingFace,2.0) ? ((vo1).z) <= (-0.1) : eq\n (rotatingFace,3.0) ? ((vo1).x) <= (-0.1) : eq (rotatingFace\n ,4.0) ? ((vo1).y) <= (-0.1) : ((vo1).z) >= (0.1))) discard;\n f0 = black;\n}","vertexShader":"#version 330 core\nvec4 texture2D(sampler2D s,vec2 uv) {\n return texture(s,uv);\n}\nuniform float angleX;\nuniform float angleY;\nuniform vec4 color;\nuniform float faceAngle;\nuniform float rotatingFace;\nin vec4 vi1;\nsmooth out vec4 vo1;\nsmooth out vec4 vo2;\nvec4 ext0_Float_3(vec3 z0) {\n return vec4 ((z0).x,(z0).y,(z0).z,0.0);\n}\nvec3 neg_VecSFloat3(vec3 z0) {\n return - (z0);\n}\nmat4 translateBefore4(vec3 z0) {\n return mat4 (vec4 (1.0,0.0,0.0,0.0)\n ,vec4 (0.0,1.0,0.0,0.0)\n ,vec4 (0.0,0.0,1.0,0.0)\n ,vec4 ((z0).x,(z0).y,(z0).z,1.0));\n}\nbool eq(float z0,float z1) {\n return ((z0) <= (z1)) && ((z0) >= (z1));\n}\nmat4 lookat(vec3 z0,vec3 z1,vec3 z2) {\n return (transpose (mat4 (ext0_Float_3 (normalize (cross (z2\n ,normalize ((z0) - (z1)))))\n ,ext0_Float_3 (cross (normalize ((z0) - (z1))\n ,normalize (cross (z2,normalize ((z0) - (z1))))))\n ,ext0_Float_3 (normalize ((z0) - (z1)))\n ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 (z0)));\n}\nbool not_1(bool z0) {\n return ! (z0);\n}\nmat4 perspective(float z0,float z1,float z2,float z3) {\n return mat4 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan\n ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan ((z2) / (2.0)))))))\n ,0.0\n ,0.0\n ,0.0)\n ,vec4 (0.0\n ,((2.0) * (z0)) / (((z0) * (tan ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan\n ((z2) / (2.0))))))\n ,0.0\n ,0.0)\n ,vec4 ((((z3) * ((z0) * (tan ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan\n ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan\n ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan ((z2) / (2.0)))))))\n ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan\n ((z2) / (2.0)))))) / (((z0) * (tan ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan\n ((z2) / (2.0))))))\n ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))\n ,-1.0)\n ,vec4 (0.0,0.0,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))),0.0));\n}\nmat4 rotMatrixX(float z0) {\n return mat4 (vec4 (1.0,0.0,0.0,0.0)\n ,vec4 (0.0,cos (z0),sin (z0),0.0)\n ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0)\n ,vec4 (0.0,0.0,0.0,1.0));\n}\nmat4 rotMatrixY(float z0) {\n return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0)\n ,vec4 (0.0,1.0,0.0,0.0)\n ,vec4 (sin (z0),0.0,cos (z0),0.0)\n ,vec4 (0.0,0.0,0.0,1.0));\n}\nmat4 rotMatrixZ(float z0) {\n return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)\n ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)\n ,vec4 (0.0,0.0,1.0,0.0)\n ,vec4 (0.0,0.0,0.0,1.0));\n}\nvoid main() {\n gl_Position = (((((((((perspective (0.1,100.0,0.6981317007977318,1.0)) * (lookat\n (((rotMatrixX (angleX)) * (vec4 (0.0,1.0,-2.0,0.0))).xyz\n ,vec3 (0.0,0.0,0.0)\n ,((rotMatrixX (angleX)) * (vec4 (0.0,1.0,0.0,0.0))).xyz))) * (rotMatrixY (not_1\n ((eq (rotatingFace,0.0)) || (eq (rotatingFace\n ,4.0))) ? angleY : 0.0))) * (rotMatrixY (eq (rotatingFace\n ,0.0) ? (faceAngle) + (angleY) : 0.0))) * (rotMatrixY (eq (rotatingFace\n ,4.0) ? ((0.0) - (faceAngle)) + (angleY) : 0.0))) * (rotMatrixX\n (eq (rotatingFace,1.0) ? faceAngle : 0.0))) * (rotMatrixX (eq (rotatingFace\n ,3.0) ? (0.0) - (faceAngle) : 0.0))) * (rotMatrixZ (eq (rotatingFace\n ,2.0) ? (0.0) - (faceAngle) : 0.0))) * (rotMatrixZ (eq (rotatingFace\n ,5.0) ? faceAngle : 0.0))) * (vi1);\n vo1 = vi1;\n vo2 = color;\n}","geometryShader":null,"programUniforms":{"color":{"tag":"V4F"},"angleY":{"tag":"Float"},"faceAngle":{"tag":"Float"},"angleX":{"tag":"Float"},"rotatingFace":{"tag":"Float"}}},{"programInTextures":{},"tag":"Program","programOutput":[{"tag":"Parameter","ty":{"tag":"V4F"},"name":"f0"}],"programStreams":{"vi1":{"tag":"Parameter","ty":{"tag":"V4F"},"name":"position"}},"fragmentShader":"#version 330 core\nvec4 texture2D(sampler2D s,vec2 uv) {\n return texture(s,uv);\n}\nuniform float angleX;\nuniform float angleY;\nuniform float faceAngle;\nuniform float rotatingFace;\nsmooth in vec4 vo1;\nsmooth in vec4 vo2;\nout vec4 f0;\nvec4 ext0_Float_3(vec3 z0) {\n return vec4 ((z0).x,(z0).y,(z0).z,0.0);\n}\nvec3 neg_VecSFloat3(vec3 z0) {\n return - (z0);\n}\nmat4 translateBefore4(vec3 z0) {\n return mat4 (vec4 (1.0,0.0,0.0,0.0)\n ,vec4 (0.0,1.0,0.0,0.0)\n ,vec4 (0.0,0.0,1.0,0.0)\n ,vec4 ((z0).x,(z0).y,(z0).z,1.0));\n}\nvec4 white;\nvec4 addBorders_4(vec4 z0,vec4 z1) {\n return ((z1) * (white)) * (((abs\n (((z0).x) - (0.29500000000000004))) <= (5.0e-3)) || (((abs\n (((z0).x) - (0.1))) <= (5.0e-3)) || (((abs\n (((z0).x) + (0.1))) <= (5.0e-3)) || (((abs\n (((z0).x) + (0.29500000000000004))) <= (5.0e-3)) || (((abs\n (((z0).y) - (0.29500000000000004))) <= (5.0e-3)) || (((abs\n (((z0).y) - (0.1))) <= (5.0e-3)) || (((abs\n (((z0).y) + (0.1))) <= (5.0e-3)) || (((abs\n (((z0).y) + (0.29500000000000004))) <= (5.0e-3)) || (((abs\n (((z0).z) - (0.29500000000000004))) <= (5.0e-3)) || (((abs\n (((z0).z) - (0.1))) <= (5.0e-3)) || (((abs\n (((z0).z) + (0.1))) <= (5.0e-3)) || ((abs\n (((z0).z) + (0.29500000000000004))) <= (5.0e-3)))))))))))) ? 0.0 : 1.0);\n}\nvec4 addShadow_VecSFloat4_4(vec4 z0,vec4 z1) {\n return (z1) * ((((z0).y) / (1.5)) + (0.9));\n}\nbool eq(float z0,float z1) {\n return ((z0) <= (z1)) && ((z0) >= (z1));\n}\nmat4 lookat(vec3 z0,vec3 z1,vec3 z2) {\n return (transpose (mat4 (ext0_Float_3 (normalize (cross (z2\n ,normalize ((z0) - (z1)))))\n ,ext0_Float_3 (cross (normalize ((z0) - (z1))\n ,normalize (cross (z2,normalize ((z0) - (z1))))))\n ,ext0_Float_3 (normalize ((z0) - (z1)))\n ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 (z0)));\n}\nbool not_1(bool z0) {\n return ! (z0);\n}\nmat4 perspective(float z0,float z1,float z2,float z3) {\n return mat4 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan\n ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan ((z2) / (2.0)))))))\n ,0.0\n ,0.0\n ,0.0)\n ,vec4 (0.0\n ,((2.0) * (z0)) / (((z0) * (tan ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan\n ((z2) / (2.0))))))\n ,0.0\n ,0.0)\n ,vec4 ((((z3) * ((z0) * (tan ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan\n ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan\n ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan ((z2) / (2.0)))))))\n ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan\n ((z2) / (2.0)))))) / (((z0) * (tan ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan\n ((z2) / (2.0))))))\n ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))\n ,-1.0)\n ,vec4 (0.0,0.0,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))),0.0));\n}\nmat4 rotMatrixX(float z0) {\n return mat4 (vec4 (1.0,0.0,0.0,0.0)\n ,vec4 (0.0,cos (z0),sin (z0),0.0)\n ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0)\n ,vec4 (0.0,0.0,0.0,1.0));\n}\nmat4 rotMatrixY(float z0) {\n return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0)\n ,vec4 (0.0,1.0,0.0,0.0)\n ,vec4 (sin (z0),0.0,cos (z0),0.0)\n ,vec4 (0.0,0.0,0.0,1.0));\n}\nmat4 rotMatrixZ(float z0) {\n return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)\n ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)\n ,vec4 (0.0,0.0,1.0,0.0)\n ,vec4 (0.0,0.0,0.0,1.0));\n}\nvoid main() {\n white = vec4 (1.0,1.0,1.0,1.0);\n if (!(eq (rotatingFace,0.0) ? ((vo1).y) >= (0.1) : eq (rotatingFace\n ,1.0) ? ((vo1).x) >= (0.1) : eq (rotatingFace,2.0) ? ((vo1).z) <= (-0.1) : eq\n (rotatingFace,3.0) ? ((vo1).x) <= (-0.1) : eq (rotatingFace\n ,4.0) ? ((vo1).y) <= (-0.1) : ((vo1).z) >= (0.1))) discard;\n f0 = addShadow_VecSFloat4_4 ((((((((((perspective (0.1\n ,100.0\n ,0.6981317007977318\n ,1.0)) * (lookat (((rotMatrixX (angleX)) * (vec4 (0.0,1.0,-2.0,0.0))).xyz\n ,vec3 (0.0,0.0,0.0)\n ,((rotMatrixX (angleX)) * (vec4 (0.0,1.0,0.0,0.0))).xyz))) * (rotMatrixY (not_1\n ((eq (rotatingFace,0.0)) || (eq (rotatingFace\n ,4.0))) ? angleY : 0.0))) * (rotMatrixY (eq (rotatingFace\n ,0.0) ? (faceAngle) + (angleY) : 0.0))) * (rotMatrixY (eq (rotatingFace\n ,4.0) ? ((0.0) - (faceAngle)) + (angleY) : 0.0))) * (rotMatrixX\n (eq (rotatingFace,1.0) ? faceAngle : 0.0))) * (rotMatrixX (eq (rotatingFace\n ,3.0) ? (0.0) - (faceAngle) : 0.0))) * (rotMatrixZ (eq (rotatingFace\n ,2.0) ? (0.0) - (faceAngle) : 0.0))) * (rotMatrixZ\n (eq (rotatingFace,5.0) ? faceAngle : 0.0))) * (vo1)\n ,addBorders_4 (vo1,vo2));\n}","vertexShader":"#version 330 core\nvec4 texture2D(sampler2D s,vec2 uv) {\n return texture(s,uv);\n}\nuniform float angleX;\nuniform float angleY;\nuniform vec4 color;\nuniform float faceAngle;\nuniform float rotatingFace;\nin vec4 vi1;\nsmooth out vec4 vo1;\nsmooth out vec4 vo2;\nvec4 ext0_Float_3(vec3 z0) {\n return vec4 ((z0).x,(z0).y,(z0).z,0.0);\n}\nvec3 neg_VecSFloat3(vec3 z0) {\n return - (z0);\n}\nmat4 translateBefore4(vec3 z0) {\n return mat4 (vec4 (1.0,0.0,0.0,0.0)\n ,vec4 (0.0,1.0,0.0,0.0)\n ,vec4 (0.0,0.0,1.0,0.0)\n ,vec4 ((z0).x,(z0).y,(z0).z,1.0));\n}\nbool eq(float z0,float z1) {\n return ((z0) <= (z1)) && ((z0) >= (z1));\n}\nmat4 lookat(vec3 z0,vec3 z1,vec3 z2) {\n return (transpose (mat4 (ext0_Float_3 (normalize (cross (z2\n ,normalize ((z0) - (z1)))))\n ,ext0_Float_3 (cross (normalize ((z0) - (z1))\n ,normalize (cross (z2,normalize ((z0) - (z1))))))\n ,ext0_Float_3 (normalize ((z0) - (z1)))\n ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 (z0)));\n}\nbool not_1(bool z0) {\n return ! (z0);\n}\nmat4 perspective(float z0,float z1,float z2,float z3) {\n return mat4 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan\n ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan ((z2) / (2.0)))))))\n ,0.0\n ,0.0\n ,0.0)\n ,vec4 (0.0\n ,((2.0) * (z0)) / (((z0) * (tan ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan\n ((z2) / (2.0))))))\n ,0.0\n ,0.0)\n ,vec4 ((((z3) * ((z0) * (tan ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan\n ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan\n ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan ((z2) / (2.0)))))))\n ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan\n ((z2) / (2.0)))))) / (((z0) * (tan ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan\n ((z2) / (2.0))))))\n ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))\n ,-1.0)\n ,vec4 (0.0,0.0,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))),0.0));\n}\nmat4 rotMatrixX(float z0) {\n return mat4 (vec4 (1.0,0.0,0.0,0.0)\n ,vec4 (0.0,cos (z0),sin (z0),0.0)\n ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0)\n ,vec4 (0.0,0.0,0.0,1.0));\n}\nmat4 rotMatrixY(float z0) {\n return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0)\n ,vec4 (0.0,1.0,0.0,0.0)\n ,vec4 (sin (z0),0.0,cos (z0),0.0)\n ,vec4 (0.0,0.0,0.0,1.0));\n}\nmat4 rotMatrixZ(float z0) {\n return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)\n ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)\n ,vec4 (0.0,0.0,1.0,0.0)\n ,vec4 (0.0,0.0,0.0,1.0));\n}\nvoid main() {\n gl_Position = (((((((((perspective (0.1,100.0,0.6981317007977318,1.0)) * (lookat\n (((rotMatrixX (angleX)) * (vec4 (0.0,1.0,-2.0,0.0))).xyz\n ,vec3 (0.0,0.0,0.0)\n ,((rotMatrixX (angleX)) * (vec4 (0.0,1.0,0.0,0.0))).xyz))) * (rotMatrixY (not_1\n ((eq (rotatingFace,0.0)) || (eq (rotatingFace\n ,4.0))) ? angleY : 0.0))) * (rotMatrixY (eq (rotatingFace\n ,0.0) ? (faceAngle) + (angleY) : 0.0))) * (rotMatrixY (eq (rotatingFace\n ,4.0) ? ((0.0) - (faceAngle)) + (angleY) : 0.0))) * (rotMatrixX\n (eq (rotatingFace,1.0) ? faceAngle : 0.0))) * (rotMatrixX (eq (rotatingFace\n ,3.0) ? (0.0) - (faceAngle) : 0.0))) * (rotMatrixZ (eq (rotatingFace\n ,2.0) ? (0.0) - (faceAngle) : 0.0))) * (rotMatrixZ (eq (rotatingFace\n ,5.0) ? faceAngle : 0.0))) * (vi1);\n vo1 = vi1;\n vo2 = color;\n}","geometryShader":null,"programUniforms":{"color":{"tag":"V4F"},"angleY":{"tag":"Float"},"faceAngle":{"tag":"Float"},"angleX":{"tag":"Float"},"rotatingFace":{"tag":"Float"}}}],"samplers":[],"tag":"Pipeline","backend":{"tag":"OpenGL33"},"streams":[],"targets":[{"tag":"RenderTarget","renderTargets":[{"tag":"TargetItem","targetSemantic":{"tag":"Depth"},"targetRef":{"tag":"Framebuffer","arg0":{"tag":"Depth"}}},{"tag":"TargetItem","targetSemantic":{"tag":"Color"},"targetRef":{"tag":"Framebuffer","arg0":{"tag":"Color"}}}]}],"info":"generated by lambdacube-compiler 0.6.0.1"}