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@tikotus
Created June 2, 2017 16:42
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# FRAME 8
521 eglWaitGL()
522 eglSwapBuffers(dpy=0x1, surface=0x6263e370)
523 glBindFramebuffer(target=GL_FRAMEBUFFER, framebuffer=2)
# RENDER SHADOWMAP
524 glClearDepthf(d=1.0)
525 glDisable(cap=GL_SCISSOR_TEST)
526 glDepthMask(flag=GL_TRUE)
527 glColorMask(red=GL_TRUE, green=GL_TRUE, blue=GL_TRUE, alpha=GL_TRUE)
528 glClearColor(red=1.0, green=1.0, blue=1.0, alpha=1.0)
529 glClear(mask=<GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT>)
530 glEnable(cap=GL_DEPTH_TEST)
531 glDepthMask(flag=GL_TRUE)
532 glDepthFunc(func=GL_LEQUAL)
533 glCullFace(mode=GL_BACK)
534 glDisable(cap=GL_BLEND)
535 glBindBuffer(target=GL_ARRAY_BUFFER, buffer=5)
536 glBindBuffer(target=GL_ELEMENT_ARRAY_BUFFER, buffer=4)
537 glUseProgram(program=9)
538 glEnableVertexAttribArray(index=0)
539 glVertexAttribPointer(index=0, size=3, type=GL_FLOAT, normalized=GL_FALSE, stride=32, pointer=NULL)
540 glUniformMatrix4fv(location=0, count=1, transpose=GL_FALSE, value=[-0.123653576, 0.014873471, 0.033839993, 0.0, -4.725164E-16, 0.19600774, -0.018351475, 0.0, 0.049875576, 0.03687492, 0.083897494, 0.0, 1.4123575E-6, -0.2613445, 0.6067996, 1.0])
541 glDrawElements(mode=GL_TRIANGLES, count=24462, type=GL_UNSIGNED_SHORT, indices=NULL)
542 glDisableVertexAttribArray(index=0)
# RENDER SCENE
543 glBindFramebuffer(target=GL_FRAMEBUFFER, framebuffer=0)
544 glDepthMask(flag=GL_TRUE)
545 glColorMask(red=GL_TRUE, green=GL_TRUE, blue=GL_TRUE, alpha=GL_TRUE)
546 glClearColor(red=0.9, green=0.3, blue=0.2, alpha=1.0)
547 glClear(mask=<GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT>)
548 glDepthMask(flag=GL_TRUE)
549 glDepthFunc(func=GL_LEQUAL)
550 glCullFace(mode=GL_BACK)
551 glBindBuffer(target=GL_ARRAY_BUFFER, buffer=7)
552 glBindBuffer(target=GL_ELEMENT_ARRAY_BUFFER, buffer=6)
553 glUseProgram(program=12)
554 glEnableVertexAttribArray(index=1)
555 glVertexAttribPointer(index=1, size=3, type=GL_FLOAT, normalized=GL_FALSE, stride=32, pointer=NULL)
556 glEnableVertexAttribArray(index=0)
557 glVertexAttribPointer(index=0, size=3, type=GL_FLOAT, normalized=GL_FALSE, stride=32, pointer=0xc)
558 glEnableVertexAttribArray(index=2)
559 glVertexAttribPointer(index=2, size=2, type=GL_FLOAT, normalized=GL_FALSE, stride=32, pointer=0x18)
560 glUniform3f(location=0, v0=0.3665995, v1=-0.1988078, v2=0.9088896)
561 glUniformMatrix4fv(location=1, count=1, transpose=GL_FALSE, value=[-0.04121786, 0.0049578235, 0.011279997, 0.0, 0.0, 0.065335914, -0.006117158, 0.0, 0.016625192, 0.01229164, 0.02796583, 0.0, 1.3020307E-6, 0.32667875, 0.5517452, 1.0])
562 glUniformMatrix3fv(location=2, count=1, transpose=GL_FALSE, value=[0.33333334, -0.0, 0.0, -0.0, 0.33333334, -0.0, 0.0, -0.0, 0.33333334])
563 glUniformMatrix4fv(location=3, count=1, transpose=GL_FALSE, value=[-2.83523, -0.02424354, 0.53434634, 0.37404245, 1.4236085E-9, 5.670912, 0.016325539, 0.011427877, 1.1435881, -0.060105566, 1.3247733, 0.9273413, 1.0498257E-4, 28.35454, 63.659603, 70.06172])
564 glUniformMatrix4fv(location=4, count=1, transpose=GL_FALSE, value=[3.0, 0.0, 0.0, 0.0, 0.0, 3.0, 0.0, 0.0, 0.0, 0.0, 3.0, 0.0, 0.0, -9.0, 0.0, 1.0])
565 glUniform3f(location=5, v0=0.2, v1=0.2, v2=1.0)
566 glUniform1f(location=6, v0=0.2)
567 glUniform1f(location=7, v0=0.7)
568 glUniform3f(location=8, v0=1.5, v1=0.7, v2=0.7)
569 glActiveTexture(texture=GL_TEXTURE0)
570 glBindTexture(target=GL_TEXTURE_2D, texture=13) # bind shadowmap FBO's depth texture
571 glUniform1i(location=9, v0=0)
572 glActiveTexture(texture=GL_TEXTURE1)
573 glBindTexture(target=GL_TEXTURE_2D, texture=7)
574 glUniform1i(location=10, v0=1)
575 glDrawElements(mode=GL_TRIANGLES, count=65535, type=GL_UNSIGNED_SHORT, indices=NULL)
576 glDisableVertexAttribArray(index=1)
577 glDisableVertexAttribArray(index=0)
578 glDisableVertexAttribArray(index=2)
579 glActiveTexture(texture=GL_TEXTURE2)
580 glBindTexture(target=GL_TEXTURE_2D, texture=0)
581 glActiveTexture(texture=GL_TEXTURE2)
582 glBindTexture(target=GL_TEXTURE_2D, texture=0)
583 glBindFramebuffer(target=GL_FRAMEBUFFER, framebuffer=0)
# FRAME 9
584 eglWaitNative(engine=EGL_CORE_NATIVE_ENGINE)
585 eglWaitGL()
586 eglSwapBuffers(dpy=0x1, surface=0x6263e370)
# RENDER SHADOWMAP
587 glBindFramebuffer(target=GL_FRAMEBUFFER, framebuffer=2)
588 glClearDepthf(d=1.0)
589 glDisable(cap=GL_SCISSOR_TEST)
590 glDepthMask(flag=GL_TRUE)
591 glColorMask(red=GL_TRUE, green=GL_TRUE, blue=GL_TRUE, alpha=GL_TRUE)
592 glClearColor(red=1.0, green=1.0, blue=1.0, alpha=1.0)
593 glClear(mask=<GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT>)
594 glEnable(cap=GL_DEPTH_TEST)
595 glDepthMask(flag=GL_TRUE)
596 glDepthFunc(func=GL_LEQUAL)
597 glCullFace(mode=GL_BACK)
598 glDisable(cap=GL_BLEND)
599 glBindBuffer(target=GL_ARRAY_BUFFER, buffer=5)
600 glBindBuffer(target=GL_ELEMENT_ARRAY_BUFFER, buffer=4)
601 glUseProgram(program=9)
602 glEnableVertexAttribArray(index=0)
603 glVertexAttribPointer(index=0, size=3, type=GL_FLOAT, normalized=GL_FALSE, stride=32, pointer=NULL)
604 glUniformMatrix4fv(location=0, count=1, transpose=GL_FALSE, value=[-0.123608604, 0.014906709, 0.033915572, 0.0, -4.735718E-16, 0.19600774, -0.018351499, 0.0, 0.049986977, 0.03686155, 0.08386697, 0.0, 4.352897E-6, -0.26134336, 0.6067997, 1.0])
605 glDrawElements(mode=GL_TRIANGLES, count=24462, type=GL_UNSIGNED_SHORT, indices=NULL)
606 glDisableVertexAttribArray(index=0)
# RENDER SCENE
607 glBindFramebuffer(target=GL_FRAMEBUFFER, framebuffer=0)
608 glDepthMask(flag=GL_TRUE)
609 glColorMask(red=GL_TRUE, green=GL_TRUE, blue=GL_TRUE, alpha=GL_TRUE)
610 glClearColor(red=0.9, green=0.3, blue=0.2, alpha=1.0)
611 glClear(mask=<GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT>)
612 glDepthMask(flag=GL_TRUE)
613 glDepthFunc(func=GL_LEQUAL)
614 glCullFace(mode=GL_BACK)
615 glBindBuffer(target=GL_ARRAY_BUFFER, buffer=7)
616 glBindBuffer(target=GL_ELEMENT_ARRAY_BUFFER, buffer=6)
617 glUseProgram(program=12)
618 glEnableVertexAttribArray(index=1)
619 glVertexAttribPointer(index=1, size=3, type=GL_FLOAT, normalized=GL_FALSE, stride=32, pointer=NULL)
620 glEnableVertexAttribArray(index=0)
621 glVertexAttribPointer(index=0, size=3, type=GL_FLOAT, normalized=GL_FALSE, stride=32, pointer=0xc)
622 glEnableVertexAttribArray(index=2)
623 glVertexAttribPointer(index=2, size=2, type=GL_FLOAT, normalized=GL_FALSE, stride=32, pointer=0x18)
624 glUniform3f(location=0, v0=0.36741737, v1=-0.1988078, v2=0.90855926)
625 glUniformMatrix4fv(location=1, count=1, transpose=GL_FALSE, value=[-0.04120287, 0.004968903, 0.011305191, 0.0, 0.0, 0.065335914, -0.0061171665, 0.0, 0.016662326, 0.012287184, 0.027955655, 0.0, 4.242528E-6, 0.3266799, 0.5517452, 1.0])
626 glUniformMatrix3fv(location=2, count=1, transpose=GL_FALSE, value=[0.33333334, -0.0, 0.0, -0.0, 0.33333334, -0.0, 0.0, -0.0, 0.33333334])
627 glUniformMatrix4fv(location=3, count=1, transpose=GL_FALSE, value=[-2.834201, -0.024297517, 0.5355365, 0.37487558, 0.0, 5.6709113, 0.016325522, 0.011427865, 1.1461353, -0.0600837, 1.3242923, 0.9270046, -2.0409984E-4, 28.354544, 63.659595, 70.061714])
628 glUniformMatrix4fv(location=4, count=1, transpose=GL_FALSE, value=[3.0, 0.0, 0.0, 0.0, 0.0, 3.0, 0.0, 0.0, 0.0, 0.0, 3.0, 0.0, 0.0, -9.0, 0.0, 1.0])
629 glUniform3f(location=5, v0=0.2, v1=0.2, v2=1.0)
630 glUniform1f(location=6, v0=0.2)
631 glUniform1f(location=7, v0=0.7)
632 glUniform3f(location=8, v0=1.5, v1=0.7, v2=0.7)
633 glActiveTexture(texture=GL_TEXTURE0)
634 glBindTexture(target=GL_TEXTURE_2D, texture=13) # bind shadowmap FBO's depth texture
635 glUniform1i(location=9, v0=0)
636 glActiveTexture(texture=GL_TEXTURE1)
637 glBindTexture(target=GL_TEXTURE_2D, texture=7)
638 glUniform1i(location=10, v0=1)
639 glDrawElements(mode=GL_TRIANGLES, count=65535, type=GL_UNSIGNED_SHORT, indices=NULL)
640 glDisableVertexAttribArray(index=1)
641 glDisableVertexAttribArray(index=0)
642 glDisableVertexAttribArray(index=2)
643 glActiveTexture(texture=GL_TEXTURE2)
644 glBindTexture(target=GL_TEXTURE_2D, texture=0)
645 glActiveTexture(texture=GL_TEXTURE2)
646 glBindTexture(target=GL_TEXTURE_2D, texture=0)
647 glBindFramebuffer(target=GL_FRAMEBUFFER, framebuffer=0)
648 eglWaitNative(engine=EGL_CORE_NATIVE_ENGINE)
649 eglWaitGL()
650 eglSwapBuffers(dpy=0x1, surface=0x6263e370)
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