// process.commandLine = "C:\\Dev\\qt-opengl-repro\\build\\Release\\qt_openglwidget_repro.exe" // process.name = "C:\\Dev\\qt-opengl-repro\\build\\Release\\qt_openglwidget_repro.exe" 0 wglChoosePixelFormat(hdc = 0x38011376, ppfd = &{nSize = 40, nVersion = 1, dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_GENERIC_FORMAT, iPixelType = PFD_TYPE_RGBA, cColorBits = 0, cRedBits = 0, cRedShift = 0, cGreenBits = 0, cGreenShift = 0, cBlueBits = 0, cBlueShift = 0, cAlphaBits = 0, cAlphaShift = 0, cAccumBits = 0, cAccumRedBits = 0, cAccumGreenBits = 0, cAccumBlueBits = 0, cAccumAlphaBits = 0, cDepthBits = 0, cStencilBits = 0, cAuxBuffers = 0, iLayerType = PFD_MAIN_PLANE, bReserved = 0, dwLayerMask = 0, dwVisibleMask = 0, dwDamageMask = 0}) = 1 1 wglSetPixelFormat(hdc = 0x38011376, iPixelFormat = 1, ppfd = &{nSize = 40, nVersion = 1, dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_GENERIC_FORMAT, iPixelType = PFD_TYPE_RGBA, cColorBits = 0, cRedBits = 0, cRedShift = 0, cGreenBits = 0, cGreenShift = 0, cBlueBits = 0, cBlueShift = 0, cAlphaBits = 0, cAlphaShift = 0, cAccumBits = 0, cAccumRedBits = 0, cAccumGreenBits = 0, cAccumBlueBits = 0, cAccumAlphaBits = 0, cDepthBits = 0, cStencilBits = 0, cAuxBuffers = 0, iLayerType = PFD_MAIN_PLANE, bReserved = 0, dwLayerMask = 0, dwVisibleMask = 0, dwDamageMask = 0}) = TRUE 2 wglCreateContext(hdc = 0x38011376) = 0x10000 3 wglMakeCurrent(hdc = 0x38011376, hglrc = 0x10000) = TRUE 4 glViewport(x = 0, y = 0, width = 614, height = 409) // fake 5 glScissor(x = 0, y = 0, width = 614, height = 409) // fake 8 wglMakeCurrent(hdc = NULL, hglrc = NULL) = TRUE 9 wglDeleteContext(hglrc = 0x10000) = TRUE 13 wglChoosePixelFormat(hdc = 0x570119c1, ppfd = &{nSize = 40, nVersion = 1, dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_GENERIC_FORMAT, iPixelType = PFD_TYPE_RGBA, cColorBits = 0, cRedBits = 0, cRedShift = 0, cGreenBits = 0, cGreenShift = 0, cBlueBits = 0, cBlueShift = 0, cAlphaBits = 0, cAlphaShift = 0, cAccumBits = 0, cAccumRedBits = 0, cAccumGreenBits = 0, cAccumBlueBits = 0, cAccumAlphaBits = 0, cDepthBits = 0, cStencilBits = 0, cAuxBuffers = 0, iLayerType = PFD_MAIN_PLANE, bReserved = 0, dwLayerMask = 0, dwVisibleMask = 0, dwDamageMask = 0}) = 1 14 wglSetPixelFormat(hdc = 0x570119c1, iPixelFormat = 1, ppfd = &{nSize = 40, nVersion = 1, dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_GENERIC_FORMAT, iPixelType = PFD_TYPE_RGBA, cColorBits = 0, cRedBits = 0, cRedShift = 0, cGreenBits = 0, cGreenShift = 0, cBlueBits = 0, cBlueShift = 0, cAlphaBits = 0, cAlphaShift = 0, cAccumBits = 0, cAccumRedBits = 0, cAccumGreenBits = 0, cAccumBlueBits = 0, cAccumAlphaBits = 0, cDepthBits = 0, cStencilBits = 0, cAuxBuffers = 0, iLayerType = PFD_MAIN_PLANE, bReserved = 0, dwLayerMask = 0, dwVisibleMask = 0, dwDamageMask = 0}) = TRUE 15 wglCreateContext(hdc = 0x570119c1) = 0x20000 16 wglMakeCurrent(hdc = 0x570119c1, hglrc = 0x20000) = TRUE 17 glViewport(x = 0, y = 0, width = 2278, height = 1260) // fake 18 glScissor(x = 0, y = 0, width = 2278, height = 1260) // fake 23 glGetIntegerv(pname = GL_CONTEXT_FLAGS, params = &0) 24 glGetIntegerv(pname = GL_CONTEXT_PROFILE_MASK, params = &0) 32 glGetIntegerv(pname = GL_NUM_EXTENSIONS, params = &415) 448 wglMakeCurrent(hdc = NULL, hglrc = NULL) = TRUE 449 wglDeleteContext(hglrc = 0x20000) = TRUE 450 glGetIntegerv(pname = GL_DEPTH_BITS, params = &0) 452 wglChoosePixelFormatARB(hdc = 0x570119c1, piAttribIList = {WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB, WGL_SUPPORT_OPENGL_ARB, TRUE, WGL_DRAW_TO_WINDOW_ARB, TRUE, WGL_COLOR_BITS_ARB, 24, WGL_DOUBLE_BUFFER_ARB, TRUE, WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB, WGL_ALPHA_BITS_ARB, 8, WGL_STENCIL_BITS_ARB, 8, WGL_SAMPLE_BUFFERS_ARB, 0, 0}, pfAttribFList = {}, nMaxFormats = 1, piFormats = &12, nNumFormats = &1) = TRUE 455 wglSetPixelFormat(hdc = 0x570119c1, iPixelFormat = 12, ppfd = &{nSize = 40, nVersion = 1, dwFlags = PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_SWAP_EXCHANGE | PFD_SUPPORT_COMPOSITION, iPixelType = PFD_TYPE_RGBA, cColorBits = 32, cRedBits = 8, cRedShift = 16, cGreenBits = 8, cGreenShift = 8, cBlueBits = 8, cBlueShift = 0, cAlphaBits = 8, cAlphaShift = 24, cAccumBits = 64, cAccumRedBits = 16, cAccumGreenBits = 16, cAccumBlueBits = 16, cAccumAlphaBits = 16, cDepthBits = 24, cStencilBits = 8, cAuxBuffers = 4, iLayerType = PFD_MAIN_PLANE, bReserved = 0, dwLayerMask = 0, dwVisibleMask = 0, dwDamageMask = 0}) = TRUE 456 wglCreateContextAttribsARB(hDC = 0x570119c1, hShareContext = NULL, attribList = {WGL_CONTEXT_MAJOR_VERSION_ARB, 2, WGL_CONTEXT_MINOR_VERSION_ARB, 0, WGL_CONTEXT_FLAGS_ARB, 0x0, 0}) = 0x30000 459 wglMakeCurrent(hdc = 0x570119c1, hglrc = 0x30000) = TRUE 460 glViewport(x = 0, y = 0, width = 2278, height = 1260) // fake 461 glScissor(x = 0, y = 0, width = 2278, height = 1260) // fake 463 glGetIntegerv(pname = GL_CONTEXT_FLAGS, params = &0) 464 glGetIntegerv(pname = GL_CONTEXT_PROFILE_MASK, params = &2) 465 wglGetSwapIntervalEXT() = 1 466 glGetIntegerv(pname = GL_RESET_NOTIFICATION_STRATEGY, params = &33377) 468 wglMakeCurrent(hdc = NULL, hglrc = NULL) = TRUE 469 wglDeleteContext(hglrc = 0x30000) = TRUE 471 wglChoosePixelFormatARB(hdc = 0xffffffffc5010f30, piAttribIList = {WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB, WGL_SUPPORT_OPENGL_ARB, TRUE, WGL_DRAW_TO_WINDOW_ARB, TRUE, WGL_COLOR_BITS_ARB, 24, WGL_DOUBLE_BUFFER_ARB, TRUE, WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB, WGL_ALPHA_BITS_ARB, 8, WGL_STENCIL_BITS_ARB, 8, WGL_SAMPLE_BUFFERS_ARB, 0, 0}, pfAttribFList = {}, nMaxFormats = 1, piFormats = &12, nNumFormats = &1) = TRUE 474 wglSetPixelFormat(hdc = 0xffffffffc5010f30, iPixelFormat = 12, ppfd = &{nSize = 40, nVersion = 1, dwFlags = PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_SWAP_EXCHANGE | PFD_SUPPORT_COMPOSITION, iPixelType = PFD_TYPE_RGBA, cColorBits = 32, cRedBits = 8, cRedShift = 16, cGreenBits = 8, cGreenShift = 8, cBlueBits = 8, cBlueShift = 0, cAlphaBits = 8, cAlphaShift = 24, cAccumBits = 64, cAccumRedBits = 16, cAccumGreenBits = 16, cAccumBlueBits = 16, cAccumAlphaBits = 16, cDepthBits = 24, cStencilBits = 8, cAuxBuffers = 4, iLayerType = PFD_MAIN_PLANE, bReserved = 0, dwLayerMask = 0, dwVisibleMask = 0, dwDamageMask = 0}) = TRUE 475 wglCreateContextAttribsARB(hDC = 0xffffffffc5010f30, hShareContext = NULL, attribList = {WGL_CONTEXT_MAJOR_VERSION_ARB, 2, WGL_CONTEXT_MINOR_VERSION_ARB, 0, WGL_CONTEXT_FLAGS_ARB, 0x0, 0}) = 0x40000 478 wglMakeCurrent(hdc = 0xffffffffc5010f30, hglrc = 0x40000) = TRUE 479 glViewport(x = 0, y = 0, width = 2278, height = 1260) // fake 480 glScissor(x = 0, y = 0, width = 2278, height = 1260) // fake 482 glGetIntegerv(pname = GL_CONTEXT_FLAGS, params = &0) 483 glGetIntegerv(pname = GL_CONTEXT_PROFILE_MASK, params = &2) 484 wglGetSwapIntervalEXT() = 1 485 glGetIntegerv(pname = GL_RESET_NOTIFICATION_STRATEGY, params = &33377) 487 wglMakeCurrent(hdc = NULL, hglrc = NULL) = TRUE 488 wglSetPixelFormat(hdc = 0xffffffffa1010460, iPixelFormat = 12, ppfd = &{nSize = 40, nVersion = 1, dwFlags = PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_SWAP_EXCHANGE | PFD_SUPPORT_COMPOSITION, iPixelType = PFD_TYPE_RGBA, cColorBits = 32, cRedBits = 8, cRedShift = 16, cGreenBits = 8, cGreenShift = 8, cBlueBits = 8, cBlueShift = 0, cAlphaBits = 8, cAlphaShift = 24, cAccumBits = 64, cAccumRedBits = 16, cAccumGreenBits = 16, cAccumBlueBits = 16, cAccumAlphaBits = 16, cDepthBits = 24, cStencilBits = 8, cAuxBuffers = 4, iLayerType = PFD_MAIN_PLANE, bReserved = 0, dwLayerMask = 0, dwVisibleMask = 0, dwDamageMask = 0}) = TRUE 489 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 490 wglSwapIntervalEXT(interval = 1) = TRUE 869 glGetIntegerv(pname = GL_NUM_COMPRESSED_TEXTURE_FORMATS, params = &23) 870 glGetIntegerv(pname = GL_COMPRESSED_TEXTURE_FORMATS, params = {33776, 33778, 33779, 35728, 35729, 35730, 35731, 35732, 35733, 35734, 35735, 35736, 35737, 37492, 37493, 37494, 37495, 37496, 37497, 37488, 37489, 37490, 37491}) 873 glGetIntegerv(pname = GL_NUM_EXTENSIONS, params = &415) 1289 glGetBooleanv(pname = GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, params = &GL_TRUE) 1290 glGetIntegerv(pname = GL_MAX_TEXTURE_SIZE, params = &32768) 1291 glGetIntegerv(pname = GL_MAX_DRAW_BUFFERS, params = &8) 1292 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 1295 glGetIntegerv(pname = GL_NUM_EXTENSIONS, params = &415) 1711 glEnable(cap = GL_PRIMITIVE_RESTART_FIXED_INDEX) 1714 glGetIntegerv(pname = GL_NUM_EXTENSIONS, params = &415) 2130 glGetIntegerv(pname = GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS, params = &1024) 2131 glGetIntegeri_v(target = GL_MAX_COMPUTE_WORK_GROUP_COUNT, index = 0, data = {2147483647, 715, 2120826736}) 2132 glGetIntegeri_v(target = GL_MAX_COMPUTE_WORK_GROUP_COUNT, index = 1, data = {65535, 2120826736, 715}) 2133 glGetIntegeri_v(target = GL_MAX_COMPUTE_WORK_GROUP_COUNT, index = 2, data = {65535, 715, 2137263135}) 2134 glGetIntegeri_v(target = GL_MAX_COMPUTE_WORK_GROUP_SIZE, index = 0, data = {1024, 0, 0}) 2135 glGetIntegeri_v(target = GL_MAX_COMPUTE_WORK_GROUP_SIZE, index = 1, data = {1024, 0, 4096}) 2136 glGetIntegeri_v(target = GL_MAX_COMPUTE_WORK_GROUP_SIZE, index = 2, data = {64, 4096, 8}) 2137 glGetIntegerv(pname = GL_NUM_PROGRAM_BINARY_FORMATS, params = &0) 2138 glGetIntegerv(pname = GL_MAX_ARRAY_TEXTURE_LAYERS, params = &2048) 2139 glGetIntegerv(pname = GL_MAX_VERTEX_UNIFORM_COMPONENTS, params = &4096) 2140 glGetIntegerv(pname = GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, params = &4096) 2141 glGetIntegerv(pname = GL_MAX_VERTEX_ATTRIBS, params = &16) 2142 glGetIntegerv(pname = GL_MAX_VARYING_COMPONENTS, params = &124) 2143 glEnable(cap = GL_PROGRAM_POINT_SIZE) 2144 glEnable(cap = GL_POINT_SPRITE) 2145 glEnable(cap = GL_TEXTURE_CUBE_MAP_SEAMLESS) 2151 wglChoosePixelFormatARB(hdc = 0xffffffffc5010f30, piAttribIList = {WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB, WGL_SUPPORT_OPENGL_ARB, TRUE, WGL_DRAW_TO_WINDOW_ARB, TRUE, WGL_COLOR_BITS_ARB, 24, WGL_DOUBLE_BUFFER_ARB, TRUE, WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB, WGL_ALPHA_BITS_ARB, 8, WGL_STENCIL_BITS_ARB, 8, WGL_SAMPLE_BUFFERS_ARB, 0, 0}, pfAttribFList = {}, nMaxFormats = 1, piFormats = &12, nNumFormats = &1) = TRUE 2154 wglSetPixelFormat(hdc = 0xffffffffc5010f30, iPixelFormat = 12, ppfd = &{nSize = 40, nVersion = 1, dwFlags = PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_SWAP_EXCHANGE | PFD_SUPPORT_COMPOSITION, iPixelType = PFD_TYPE_RGBA, cColorBits = 32, cRedBits = 8, cRedShift = 16, cGreenBits = 8, cGreenShift = 8, cBlueBits = 8, cBlueShift = 0, cAlphaBits = 8, cAlphaShift = 24, cAccumBits = 64, cAccumRedBits = 16, cAccumGreenBits = 16, cAccumBlueBits = 16, cAccumAlphaBits = 16, cDepthBits = 24, cStencilBits = 8, cAuxBuffers = 4, iLayerType = PFD_MAIN_PLANE, bReserved = 0, dwLayerMask = 0, dwVisibleMask = 0, dwDamageMask = 0}) = TRUE 2155 wglCreateContextAttribsARB(hDC = 0xffffffffc5010f30, hShareContext = 0x40000, attribList = {WGL_CONTEXT_MAJOR_VERSION_ARB, 2, WGL_CONTEXT_MINOR_VERSION_ARB, 0, WGL_CONTEXT_FLAGS_ARB, 0x0, 0}) = 0x10001 2158 wglMakeCurrent(hdc = 0xffffffffc5010f30, hglrc = 0x10001) = TRUE 2159 glViewport(x = 0, y = 0, width = 2278, height = 1260) // fake 2160 glScissor(x = 0, y = 0, width = 2278, height = 1260) // fake 2162 glGetIntegerv(pname = GL_CONTEXT_FLAGS, params = &0) 2163 glGetIntegerv(pname = GL_CONTEXT_PROFILE_MASK, params = &2) 2164 wglGetSwapIntervalEXT() = 1 2165 glGetIntegerv(pname = GL_RESET_NOTIFICATION_STRATEGY, params = &33377) 2167 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 2168 wglSetPixelFormat(hdc = 0x5c011331, iPixelFormat = 12, ppfd = &{nSize = 40, nVersion = 1, dwFlags = PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_SWAP_EXCHANGE | PFD_SUPPORT_COMPOSITION, iPixelType = PFD_TYPE_RGBA, cColorBits = 32, cRedBits = 8, cRedShift = 16, cGreenBits = 8, cGreenShift = 8, cBlueBits = 8, cBlueShift = 0, cAlphaBits = 8, cAlphaShift = 24, cAccumBits = 64, cAccumRedBits = 16, cAccumGreenBits = 16, cAccumBlueBits = 16, cAccumAlphaBits = 16, cDepthBits = 24, cStencilBits = 8, cAuxBuffers = 4, iLayerType = PFD_MAIN_PLANE, bReserved = 0, dwLayerMask = 0, dwVisibleMask = 0, dwDamageMask = 0}) = TRUE 2169 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 2170 wglSwapIntervalEXT(interval = 1) = TRUE 2173 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 2174 glGenFramebuffers(n = 1, framebuffers = &1) 2175 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2176 glGenTextures(n = 1, textures = &1) 2177 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 2178 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 2179 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 2180 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 2181 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 2182 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 600, height = 450, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 2183 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 2184 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 2185 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 2186 glGenRenderbuffers(n = 1, renderbuffers = &1) 2187 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 2188 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 600, height = 450) 2189 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 2190 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 2191 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 2192 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 2193 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2194 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 2195 wglSetPixelFormat(hdc = 0x4b0113d5, iPixelFormat = 12, ppfd = &{nSize = 40, nVersion = 1, dwFlags = PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_SWAP_EXCHANGE | PFD_SUPPORT_COMPOSITION, iPixelType = PFD_TYPE_RGBA, cColorBits = 32, cRedBits = 8, cRedShift = 16, cGreenBits = 8, cGreenShift = 8, cBlueBits = 8, cBlueShift = 0, cAlphaBits = 8, cAlphaShift = 24, cAccumBits = 64, cAccumRedBits = 16, cAccumGreenBits = 16, cAccumBlueBits = 16, cAccumAlphaBits = 16, cDepthBits = 24, cStencilBits = 8, cAuxBuffers = 4, iLayerType = PFD_MAIN_PLANE, bReserved = 0, dwLayerMask = 0, dwVisibleMask = 0, dwDamageMask = 0}) = TRUE 2196 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 2197 wglSwapIntervalEXT(interval = 1) = TRUE 2199 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 2200 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2203 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2204 glViewport(x = 0, y = 0, width = 600, height = 450) 2205 glUseProgram(program = 0) 2206 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 2207 glEnable(cap = GL_BLEND) 2208 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 2209 glClear(mask = GL_COLOR_BUFFER_BIT) 2210 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 2213 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2214 glViewport(x = 0, y = 0, width = 600, height = 450) 2215 glUseProgram(program = 0) 2216 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 2217 glEnable(cap = GL_BLEND) 2218 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 2219 glClear(mask = GL_COLOR_BUFFER_BIT) 2220 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 2223 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2225 glFlush() 2227 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 2228 glGenTextures(n = 1, textures = &2) 2229 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 2230 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 600, height = 450, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 2231 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 2232 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 2233 glGenBuffers(n = 1, buffers = &1) 2234 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 2235 glBufferData(target = GL_ARRAY_BUFFER, size = 120, data = NULL, usage = GL_STATIC_DRAW) 2236 glObjectLabel(identifier = GL_BUFFER, name = 1, length = -1, label = "") 2237 glCreateProgram() = 1 2238 glGetIntegerv(pname = GL_NUM_PROGRAM_BINARY_FORMATS, params = &0) 2239 glCreateShader(type = GL_VERTEX_SHADER) = 2 2240 glShaderSource(shader = 2, count = 1, string = &"#version 150 struct buf { mat4 vertexTransform; mat3 textureTransform; float opacity; int textureSwizzle; }; uniform buf _17; out vec2 v_texcoord; in vec2 texcoord; in vec3 position; void main() { v_texcoord = (_17.textureTransform * vec3(texcoord, 1.0)).xy; gl_Position = _17.vertexTransform * vec4(position, 1.0); } ", length = &347) 2241 glCompileShader(shader = 2) 2242 glGetShaderiv(shader = 2, pname = GL_COMPILE_STATUS, params = &1) 2243 glAttachShader(program = 1, shader = 2) 2244 glCreateShader(type = GL_FRAGMENT_SHADER) = 3 2245 glShaderSource(shader = 3, count = 1, string = &"#version 150 struct buf { mat4 vertexTransform; mat3 textureTransform; float opacity; int textureSwizzle; }; uniform buf _26; uniform sampler2D textureSampler; in vec2 v_texcoord; out vec4 fragColor; void main() { vec4 tmpFragColor = texture(textureSampler, v_texcoord); tmpFragColor.w *= _26.opacity; if (_26.textureSwizzle == 0) { fragColor = tmpFragColor; } else { if (_26.textureSwizzle == 2) { fragColor = vec4(tmpFragColor.y, tmpFragColor.z, tmpFragColor.w, tmpFragColor.x); } else { fragColor = vec4(tmpFragColor.z, tmpFragColor.y, tmpFragColor.x, tmpFragColor.w); } } } ", length = &712) 2246 glCompileShader(shader = 3) 2247 glGetShaderiv(shader = 3, pname = GL_COMPILE_STATUS, params = &1) 2248 glAttachShader(program = 1, shader = 3) 2249 glBindAttribLocation(program = 1, index = 1, name = "texcoord") 2250 glBindAttribLocation(program = 1, index = 0, name = "position") 2251 glBindAttribLocation(program = 1, index = 0, name = "position") // fake 2252 glBindAttribLocation(program = 1, index = 1, name = "texcoord") // fake 2253 glLinkProgram(program = 1) 2254 glGetProgramiv(program = 1, pname = GL_LINK_STATUS, params = &1) 2255 glGetUniformLocation(program = 1, name = "_17.vertexTransform") = 1 2256 glGetUniformLocation(program = 1, name = "_17.textureTransform") = 0 2257 glGetUniformLocation(program = 1, name = "_17.opacity") = -1 2258 glGetUniformLocation(program = 1, name = "_17.textureSwizzle") = -1 2259 glGetUniformLocation(program = 1, name = "_26.vertexTransform") = -1 2260 glGetUniformLocation(program = 1, name = "_26.textureTransform") = -1 2261 glGetUniformLocation(program = 1, name = "_26.opacity") = 2 2262 glGetUniformLocation(program = 1, name = "_26.textureSwizzle") = 3 2263 glGetUniformLocation(program = 1, name = "textureSampler") = 4 2264 glObjectLabel(identifier = GL_PROGRAM, name = 1, length = -1, label = "") 2265 glCreateProgram() = 4 2266 glAttachShader(program = 4, shader = 2) 2267 glAttachShader(program = 4, shader = 3) 2268 glBindAttribLocation(program = 4, index = 1, name = "texcoord") 2269 glBindAttribLocation(program = 4, index = 0, name = "position") 2270 glBindAttribLocation(program = 4, index = 0, name = "position") // fake 2271 glBindAttribLocation(program = 4, index = 1, name = "texcoord") // fake 2272 glLinkProgram(program = 4) 2273 glGetProgramiv(program = 4, pname = GL_LINK_STATUS, params = &1) 2274 glGetUniformLocation(program = 4, name = "_17.vertexTransform") = 1 2275 glGetUniformLocation(program = 4, name = "_17.textureTransform") = 0 2276 glGetUniformLocation(program = 4, name = "_17.opacity") = -1 2277 glGetUniformLocation(program = 4, name = "_17.textureSwizzle") = -1 2278 glGetUniformLocation(program = 4, name = "_26.vertexTransform") = -1 2279 glGetUniformLocation(program = 4, name = "_26.textureTransform") = -1 2280 glGetUniformLocation(program = 4, name = "_26.opacity") = 2 2281 glGetUniformLocation(program = 4, name = "_26.textureSwizzle") = 3 2282 glGetUniformLocation(program = 4, name = "textureSampler") = 4 2283 glObjectLabel(identifier = GL_PROGRAM, name = 4, length = -1, label = "") 2284 glCreateProgram() = 5 2285 glAttachShader(program = 5, shader = 2) 2286 glAttachShader(program = 5, shader = 3) 2287 glBindAttribLocation(program = 5, index = 1, name = "texcoord") 2288 glBindAttribLocation(program = 5, index = 0, name = "position") 2289 glBindAttribLocation(program = 5, index = 0, name = "position") // fake 2290 glBindAttribLocation(program = 5, index = 1, name = "texcoord") // fake 2291 glLinkProgram(program = 5) 2292 glGetProgramiv(program = 5, pname = GL_LINK_STATUS, params = &1) 2293 glGetUniformLocation(program = 5, name = "_17.vertexTransform") = 1 2294 glGetUniformLocation(program = 5, name = "_17.textureTransform") = 0 2295 glGetUniformLocation(program = 5, name = "_17.opacity") = -1 2296 glGetUniformLocation(program = 5, name = "_17.textureSwizzle") = -1 2297 glGetUniformLocation(program = 5, name = "_26.vertexTransform") = -1 2298 glGetUniformLocation(program = 5, name = "_26.textureTransform") = -1 2299 glGetUniformLocation(program = 5, name = "_26.opacity") = 2 2300 glGetUniformLocation(program = 5, name = "_26.textureSwizzle") = 3 2301 glGetUniformLocation(program = 5, name = "textureSampler") = 4 2302 glObjectLabel(identifier = GL_PROGRAM, name = 5, length = -1, label = "") 2303 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 2304 glBufferSubData(target = GL_ARRAY_BUFFER, offset = 0, size = 120, data = blob(120)) 2305 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 2306 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 600) 2307 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 600, height = 450, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(1080000)) 2308 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 2309 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 2310 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 2311 glDisable(cap = GL_FRAMEBUFFER_SRGB) 2312 glDisable(cap = GL_SCISSOR_TEST) 2313 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 2314 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 2315 glClear(mask = GL_COLOR_BUFFER_BIT) 2316 glDisable(cap = GL_SCISSOR_TEST) 2317 glDisable(cap = GL_CULL_FACE) 2318 glFrontFace(mode = GL_CCW) 2319 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 2320 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 2321 glDisable(cap = GL_BLEND) 2322 glDisable(cap = GL_DEPTH_TEST) 2323 glDepthMask(flag = GL_FALSE) 2324 glDepthFunc(func = GL_LESS) 2325 glDisable(cap = GL_STENCIL_TEST) 2326 glDisable(cap = GL_POLYGON_OFFSET_FILL) 2327 glUseProgram(program = 1) 2328 glViewport(x = 0, y = 0, width = 600, height = 450) 2329 glDepthRange(zNear = 0, zFar = 1) 2330 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 2331 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 2332 glEnableVertexAttribArray(index = 0) 2333 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 2334 glEnableVertexAttribArray(index = 1) 2335 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 2336 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 2337 glUniform1f(location = 2, v0 = 1) 2338 glUniform1i(location = 3, v0 = 0) 2339 glActiveTexture(texture = GL_TEXTURE1) 2340 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 2341 glUniform1i(location = 4, v0 = 1) 2342 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 2343 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 2344 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 2345 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 2346 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 2347 glActiveTexture(texture = GL_TEXTURE0) 2348 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 2349 glEnable(cap = GL_BLEND) 2350 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 2351 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 2352 glUseProgram(program = 5) 2353 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 2354 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 2355 glUniform1f(location = 2, v0 = 1) 2356 glUniform1i(location = 3, v0 = 1) 2357 glActiveTexture(texture = GL_TEXTURE1) 2358 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 2359 glUniform1i(location = 4, v0 = 1) 2360 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 2361 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 2362 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 2363 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 2364 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 2365 glActiveTexture(texture = GL_TEXTURE0) 2366 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 2367 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 2369 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 2370 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2371 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 2372 glViewport(x = 0, y = 0, width = 600, height = 450) 2373 glUseProgram(program = 0) 2374 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 2375 glEnable(cap = GL_BLEND) 2376 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 2377 glClear(mask = GL_COLOR_BUFFER_BIT) 2378 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 2381 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2382 glFlush() 2384 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 2385 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 2386 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 2387 glDisable(cap = GL_FRAMEBUFFER_SRGB) 2388 glDisable(cap = GL_SCISSOR_TEST) 2389 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 2390 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 2391 glClear(mask = GL_COLOR_BUFFER_BIT) 2392 glDisable(cap = GL_SCISSOR_TEST) 2393 glDisable(cap = GL_CULL_FACE) 2394 glFrontFace(mode = GL_CCW) 2395 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 2396 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 2397 glDisable(cap = GL_BLEND) 2398 glDisable(cap = GL_DEPTH_TEST) 2399 glDepthMask(flag = GL_FALSE) 2400 glDepthFunc(func = GL_LESS) 2401 glDisable(cap = GL_STENCIL_TEST) 2402 glDisable(cap = GL_POLYGON_OFFSET_FILL) 2403 glUseProgram(program = 1) 2404 glViewport(x = 0, y = 0, width = 600, height = 450) 2405 glDepthRange(zNear = 0, zFar = 1) 2406 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 2407 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 2408 glEnableVertexAttribArray(index = 0) 2409 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 2410 glEnableVertexAttribArray(index = 1) 2411 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 2412 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 2413 glUniform1i(location = 3, v0 = 0) 2414 glActiveTexture(texture = GL_TEXTURE1) 2415 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 2416 glUniform1i(location = 4, v0 = 1) 2417 glActiveTexture(texture = GL_TEXTURE0) 2418 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 2419 glEnable(cap = GL_BLEND) 2420 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 2421 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 2422 glUseProgram(program = 5) 2423 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 2424 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 2425 glUniform1i(location = 3, v0 = 1) 2426 glActiveTexture(texture = GL_TEXTURE1) 2427 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 2428 glUniform1i(location = 4, v0 = 1) 2429 glActiveTexture(texture = GL_TEXTURE0) 2430 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 2431 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 2433 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 2434 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2435 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 2436 glViewport(x = 0, y = 0, width = 600, height = 450) 2437 glUseProgram(program = 0) 2438 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 2439 glEnable(cap = GL_BLEND) 2440 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 2441 glClear(mask = GL_COLOR_BUFFER_BIT) 2442 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 2445 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2446 glFlush() 2448 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 2449 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 2450 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 2451 glDisable(cap = GL_FRAMEBUFFER_SRGB) 2452 glDisable(cap = GL_SCISSOR_TEST) 2453 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 2454 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 2455 glClear(mask = GL_COLOR_BUFFER_BIT) 2456 glDisable(cap = GL_SCISSOR_TEST) 2457 glDisable(cap = GL_CULL_FACE) 2458 glFrontFace(mode = GL_CCW) 2459 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 2460 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 2461 glDisable(cap = GL_BLEND) 2462 glDisable(cap = GL_DEPTH_TEST) 2463 glDepthMask(flag = GL_FALSE) 2464 glDepthFunc(func = GL_LESS) 2465 glDisable(cap = GL_STENCIL_TEST) 2466 glDisable(cap = GL_POLYGON_OFFSET_FILL) 2467 glUseProgram(program = 1) 2468 glViewport(x = 0, y = 0, width = 600, height = 450) 2469 glDepthRange(zNear = 0, zFar = 1) 2470 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 2471 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 2472 glEnableVertexAttribArray(index = 0) 2473 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 2474 glEnableVertexAttribArray(index = 1) 2475 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 2476 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 2477 glUniform1i(location = 3, v0 = 0) 2478 glActiveTexture(texture = GL_TEXTURE1) 2479 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 2480 glUniform1i(location = 4, v0 = 1) 2481 glActiveTexture(texture = GL_TEXTURE0) 2482 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 2483 glEnable(cap = GL_BLEND) 2484 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 2485 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 2486 glUseProgram(program = 5) 2487 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 2488 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 2489 glUniform1i(location = 3, v0 = 1) 2490 glActiveTexture(texture = GL_TEXTURE1) 2491 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 2492 glUniform1i(location = 4, v0 = 1) 2493 glActiveTexture(texture = GL_TEXTURE0) 2494 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 2495 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 2497 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 2498 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2499 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 2500 glViewport(x = 0, y = 0, width = 600, height = 450) 2501 glUseProgram(program = 0) 2502 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 2503 glEnable(cap = GL_BLEND) 2504 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 2505 glClear(mask = GL_COLOR_BUFFER_BIT) 2506 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 2509 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2510 glFlush() 2512 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 2513 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 2514 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 2515 glDisable(cap = GL_FRAMEBUFFER_SRGB) 2516 glDisable(cap = GL_SCISSOR_TEST) 2517 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 2518 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 2519 glClear(mask = GL_COLOR_BUFFER_BIT) 2520 glDisable(cap = GL_SCISSOR_TEST) 2521 glDisable(cap = GL_CULL_FACE) 2522 glFrontFace(mode = GL_CCW) 2523 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 2524 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 2525 glDisable(cap = GL_BLEND) 2526 glDisable(cap = GL_DEPTH_TEST) 2527 glDepthMask(flag = GL_FALSE) 2528 glDepthFunc(func = GL_LESS) 2529 glDisable(cap = GL_STENCIL_TEST) 2530 glDisable(cap = GL_POLYGON_OFFSET_FILL) 2531 glUseProgram(program = 1) 2532 glViewport(x = 0, y = 0, width = 600, height = 450) 2533 glDepthRange(zNear = 0, zFar = 1) 2534 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 2535 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 2536 glEnableVertexAttribArray(index = 0) 2537 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 2538 glEnableVertexAttribArray(index = 1) 2539 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 2540 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 2541 glUniform1i(location = 3, v0 = 0) 2542 glActiveTexture(texture = GL_TEXTURE1) 2543 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 2544 glUniform1i(location = 4, v0 = 1) 2545 glActiveTexture(texture = GL_TEXTURE0) 2546 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 2547 glEnable(cap = GL_BLEND) 2548 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 2549 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 2550 glUseProgram(program = 5) 2551 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 2552 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 2553 glUniform1i(location = 3, v0 = 1) 2554 glActiveTexture(texture = GL_TEXTURE1) 2555 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 2556 glUniform1i(location = 4, v0 = 1) 2557 glActiveTexture(texture = GL_TEXTURE0) 2558 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 2559 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 2561 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 2562 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2563 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 2564 glViewport(x = 0, y = 0, width = 600, height = 450) 2565 glUseProgram(program = 0) 2566 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 2567 glEnable(cap = GL_BLEND) 2568 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 2569 glClear(mask = GL_COLOR_BUFFER_BIT) 2570 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 2573 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2574 glFlush() 2576 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 2577 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 2578 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 2579 glDisable(cap = GL_FRAMEBUFFER_SRGB) 2580 glDisable(cap = GL_SCISSOR_TEST) 2581 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 2582 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 2583 glClear(mask = GL_COLOR_BUFFER_BIT) 2584 glDisable(cap = GL_SCISSOR_TEST) 2585 glDisable(cap = GL_CULL_FACE) 2586 glFrontFace(mode = GL_CCW) 2587 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 2588 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 2589 glDisable(cap = GL_BLEND) 2590 glDisable(cap = GL_DEPTH_TEST) 2591 glDepthMask(flag = GL_FALSE) 2592 glDepthFunc(func = GL_LESS) 2593 glDisable(cap = GL_STENCIL_TEST) 2594 glDisable(cap = GL_POLYGON_OFFSET_FILL) 2595 glUseProgram(program = 1) 2596 glViewport(x = 0, y = 0, width = 600, height = 450) 2597 glDepthRange(zNear = 0, zFar = 1) 2598 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 2599 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 2600 glEnableVertexAttribArray(index = 0) 2601 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 2602 glEnableVertexAttribArray(index = 1) 2603 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 2604 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 2605 glUniform1i(location = 3, v0 = 0) 2606 glActiveTexture(texture = GL_TEXTURE1) 2607 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 2608 glUniform1i(location = 4, v0 = 1) 2609 glActiveTexture(texture = GL_TEXTURE0) 2610 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 2611 glEnable(cap = GL_BLEND) 2612 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 2613 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 2614 glUseProgram(program = 5) 2615 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 2616 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 2617 glUniform1i(location = 3, v0 = 1) 2618 glActiveTexture(texture = GL_TEXTURE1) 2619 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 2620 glUniform1i(location = 4, v0 = 1) 2621 glActiveTexture(texture = GL_TEXTURE0) 2622 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 2623 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 2625 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 2626 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2627 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 2628 glViewport(x = 0, y = 0, width = 600, height = 450) 2629 glUseProgram(program = 0) 2630 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 2631 glEnable(cap = GL_BLEND) 2632 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 2633 glClear(mask = GL_COLOR_BUFFER_BIT) 2634 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 2637 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2638 glFlush() 2640 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 2641 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 2642 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 2643 glDisable(cap = GL_FRAMEBUFFER_SRGB) 2644 glDisable(cap = GL_SCISSOR_TEST) 2645 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 2646 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 2647 glClear(mask = GL_COLOR_BUFFER_BIT) 2648 glDisable(cap = GL_SCISSOR_TEST) 2649 glDisable(cap = GL_CULL_FACE) 2650 glFrontFace(mode = GL_CCW) 2651 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 2652 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 2653 glDisable(cap = GL_BLEND) 2654 glDisable(cap = GL_DEPTH_TEST) 2655 glDepthMask(flag = GL_FALSE) 2656 glDepthFunc(func = GL_LESS) 2657 glDisable(cap = GL_STENCIL_TEST) 2658 glDisable(cap = GL_POLYGON_OFFSET_FILL) 2659 glUseProgram(program = 1) 2660 glViewport(x = 0, y = 0, width = 600, height = 450) 2661 glDepthRange(zNear = 0, zFar = 1) 2662 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 2663 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 2664 glEnableVertexAttribArray(index = 0) 2665 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 2666 glEnableVertexAttribArray(index = 1) 2667 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 2668 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 2669 glUniform1i(location = 3, v0 = 0) 2670 glActiveTexture(texture = GL_TEXTURE1) 2671 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 2672 glUniform1i(location = 4, v0 = 1) 2673 glActiveTexture(texture = GL_TEXTURE0) 2674 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 2675 glEnable(cap = GL_BLEND) 2676 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 2677 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 2678 glUseProgram(program = 5) 2679 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 2680 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 2681 glUniform1i(location = 3, v0 = 1) 2682 glActiveTexture(texture = GL_TEXTURE1) 2683 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 2684 glUniform1i(location = 4, v0 = 1) 2685 glActiveTexture(texture = GL_TEXTURE0) 2686 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 2687 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 2689 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 2690 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2691 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 2692 glViewport(x = 0, y = 0, width = 600, height = 450) 2693 glUseProgram(program = 0) 2694 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 2695 glEnable(cap = GL_BLEND) 2696 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 2697 glClear(mask = GL_COLOR_BUFFER_BIT) 2698 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 2701 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2702 glFlush() 2704 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 2705 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 2706 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 2707 glDisable(cap = GL_FRAMEBUFFER_SRGB) 2708 glDisable(cap = GL_SCISSOR_TEST) 2709 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 2710 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 2711 glClear(mask = GL_COLOR_BUFFER_BIT) 2712 glDisable(cap = GL_SCISSOR_TEST) 2713 glDisable(cap = GL_CULL_FACE) 2714 glFrontFace(mode = GL_CCW) 2715 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 2716 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 2717 glDisable(cap = GL_BLEND) 2718 glDisable(cap = GL_DEPTH_TEST) 2719 glDepthMask(flag = GL_FALSE) 2720 glDepthFunc(func = GL_LESS) 2721 glDisable(cap = GL_STENCIL_TEST) 2722 glDisable(cap = GL_POLYGON_OFFSET_FILL) 2723 glUseProgram(program = 1) 2724 glViewport(x = 0, y = 0, width = 600, height = 450) 2725 glDepthRange(zNear = 0, zFar = 1) 2726 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 2727 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 2728 glEnableVertexAttribArray(index = 0) 2729 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 2730 glEnableVertexAttribArray(index = 1) 2731 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 2732 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 2733 glUniform1i(location = 3, v0 = 0) 2734 glActiveTexture(texture = GL_TEXTURE1) 2735 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 2736 glUniform1i(location = 4, v0 = 1) 2737 glActiveTexture(texture = GL_TEXTURE0) 2738 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 2739 glEnable(cap = GL_BLEND) 2740 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 2741 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 2742 glUseProgram(program = 5) 2743 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 2744 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 2745 glUniform1i(location = 3, v0 = 1) 2746 glActiveTexture(texture = GL_TEXTURE1) 2747 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 2748 glUniform1i(location = 4, v0 = 1) 2749 glActiveTexture(texture = GL_TEXTURE0) 2750 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 2751 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 2753 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 2754 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2755 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 2756 glViewport(x = 0, y = 0, width = 600, height = 450) 2757 glUseProgram(program = 0) 2758 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 2759 glEnable(cap = GL_BLEND) 2760 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 2761 glClear(mask = GL_COLOR_BUFFER_BIT) 2762 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 2765 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2766 glFlush() 2768 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 2769 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 2770 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 2771 glDisable(cap = GL_FRAMEBUFFER_SRGB) 2772 glDisable(cap = GL_SCISSOR_TEST) 2773 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 2774 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 2775 glClear(mask = GL_COLOR_BUFFER_BIT) 2776 glDisable(cap = GL_SCISSOR_TEST) 2777 glDisable(cap = GL_CULL_FACE) 2778 glFrontFace(mode = GL_CCW) 2779 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 2780 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 2781 glDisable(cap = GL_BLEND) 2782 glDisable(cap = GL_DEPTH_TEST) 2783 glDepthMask(flag = GL_FALSE) 2784 glDepthFunc(func = GL_LESS) 2785 glDisable(cap = GL_STENCIL_TEST) 2786 glDisable(cap = GL_POLYGON_OFFSET_FILL) 2787 glUseProgram(program = 1) 2788 glViewport(x = 0, y = 0, width = 600, height = 450) 2789 glDepthRange(zNear = 0, zFar = 1) 2790 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 2791 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 2792 glEnableVertexAttribArray(index = 0) 2793 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 2794 glEnableVertexAttribArray(index = 1) 2795 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 2796 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 2797 glUniform1i(location = 3, v0 = 0) 2798 glActiveTexture(texture = GL_TEXTURE1) 2799 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 2800 glUniform1i(location = 4, v0 = 1) 2801 glActiveTexture(texture = GL_TEXTURE0) 2802 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 2803 glEnable(cap = GL_BLEND) 2804 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 2805 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 2806 glUseProgram(program = 5) 2807 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 2808 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 2809 glUniform1i(location = 3, v0 = 1) 2810 glActiveTexture(texture = GL_TEXTURE1) 2811 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 2812 glUniform1i(location = 4, v0 = 1) 2813 glActiveTexture(texture = GL_TEXTURE0) 2814 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 2815 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 2817 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 2818 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2819 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 2820 glViewport(x = 0, y = 0, width = 600, height = 450) 2821 glUseProgram(program = 0) 2822 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 2823 glEnable(cap = GL_BLEND) 2824 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 2825 glClear(mask = GL_COLOR_BUFFER_BIT) 2826 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 2829 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2830 glFlush() 2832 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 2833 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 2834 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 2835 glDisable(cap = GL_FRAMEBUFFER_SRGB) 2836 glDisable(cap = GL_SCISSOR_TEST) 2837 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 2838 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 2839 glClear(mask = GL_COLOR_BUFFER_BIT) 2840 glDisable(cap = GL_SCISSOR_TEST) 2841 glDisable(cap = GL_CULL_FACE) 2842 glFrontFace(mode = GL_CCW) 2843 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 2844 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 2845 glDisable(cap = GL_BLEND) 2846 glDisable(cap = GL_DEPTH_TEST) 2847 glDepthMask(flag = GL_FALSE) 2848 glDepthFunc(func = GL_LESS) 2849 glDisable(cap = GL_STENCIL_TEST) 2850 glDisable(cap = GL_POLYGON_OFFSET_FILL) 2851 glUseProgram(program = 1) 2852 glViewport(x = 0, y = 0, width = 600, height = 450) 2853 glDepthRange(zNear = 0, zFar = 1) 2854 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 2855 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 2856 glEnableVertexAttribArray(index = 0) 2857 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 2858 glEnableVertexAttribArray(index = 1) 2859 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 2860 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 2861 glUniform1i(location = 3, v0 = 0) 2862 glActiveTexture(texture = GL_TEXTURE1) 2863 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 2864 glUniform1i(location = 4, v0 = 1) 2865 glActiveTexture(texture = GL_TEXTURE0) 2866 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 2867 glEnable(cap = GL_BLEND) 2868 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 2869 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 2870 glUseProgram(program = 5) 2871 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 2872 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 2873 glUniform1i(location = 3, v0 = 1) 2874 glActiveTexture(texture = GL_TEXTURE1) 2875 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 2876 glUniform1i(location = 4, v0 = 1) 2877 glActiveTexture(texture = GL_TEXTURE0) 2878 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 2879 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 2881 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 2882 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2883 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 2884 glViewport(x = 0, y = 0, width = 600, height = 450) 2885 glUseProgram(program = 0) 2886 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 2887 glEnable(cap = GL_BLEND) 2888 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 2889 glClear(mask = GL_COLOR_BUFFER_BIT) 2890 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 2893 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2894 glFlush() 2896 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 2897 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 2898 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 2899 glDisable(cap = GL_FRAMEBUFFER_SRGB) 2900 glDisable(cap = GL_SCISSOR_TEST) 2901 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 2902 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 2903 glClear(mask = GL_COLOR_BUFFER_BIT) 2904 glDisable(cap = GL_SCISSOR_TEST) 2905 glDisable(cap = GL_CULL_FACE) 2906 glFrontFace(mode = GL_CCW) 2907 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 2908 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 2909 glDisable(cap = GL_BLEND) 2910 glDisable(cap = GL_DEPTH_TEST) 2911 glDepthMask(flag = GL_FALSE) 2912 glDepthFunc(func = GL_LESS) 2913 glDisable(cap = GL_STENCIL_TEST) 2914 glDisable(cap = GL_POLYGON_OFFSET_FILL) 2915 glUseProgram(program = 1) 2916 glViewport(x = 0, y = 0, width = 600, height = 450) 2917 glDepthRange(zNear = 0, zFar = 1) 2918 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 2919 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 2920 glEnableVertexAttribArray(index = 0) 2921 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 2922 glEnableVertexAttribArray(index = 1) 2923 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 2924 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 2925 glUniform1i(location = 3, v0 = 0) 2926 glActiveTexture(texture = GL_TEXTURE1) 2927 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 2928 glUniform1i(location = 4, v0 = 1) 2929 glActiveTexture(texture = GL_TEXTURE0) 2930 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 2931 glEnable(cap = GL_BLEND) 2932 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 2933 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 2934 glUseProgram(program = 5) 2935 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 2936 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 2937 glUniform1i(location = 3, v0 = 1) 2938 glActiveTexture(texture = GL_TEXTURE1) 2939 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 2940 glUniform1i(location = 4, v0 = 1) 2941 glActiveTexture(texture = GL_TEXTURE0) 2942 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 2943 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 2945 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 2946 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2947 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 2948 glViewport(x = 0, y = 0, width = 600, height = 450) 2949 glUseProgram(program = 0) 2950 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 2951 glEnable(cap = GL_BLEND) 2952 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 2953 glClear(mask = GL_COLOR_BUFFER_BIT) 2954 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 2957 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 2958 glFlush() 2960 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 2961 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 2962 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 2963 glDisable(cap = GL_FRAMEBUFFER_SRGB) 2964 glDisable(cap = GL_SCISSOR_TEST) 2965 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 2966 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 2967 glClear(mask = GL_COLOR_BUFFER_BIT) 2968 glDisable(cap = GL_SCISSOR_TEST) 2969 glDisable(cap = GL_CULL_FACE) 2970 glFrontFace(mode = GL_CCW) 2971 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 2972 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 2973 glDisable(cap = GL_BLEND) 2974 glDisable(cap = GL_DEPTH_TEST) 2975 glDepthMask(flag = GL_FALSE) 2976 glDepthFunc(func = GL_LESS) 2977 glDisable(cap = GL_STENCIL_TEST) 2978 glDisable(cap = GL_POLYGON_OFFSET_FILL) 2979 glUseProgram(program = 1) 2980 glViewport(x = 0, y = 0, width = 600, height = 450) 2981 glDepthRange(zNear = 0, zFar = 1) 2982 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 2983 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 2984 glEnableVertexAttribArray(index = 0) 2985 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 2986 glEnableVertexAttribArray(index = 1) 2987 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 2988 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 2989 glUniform1i(location = 3, v0 = 0) 2990 glActiveTexture(texture = GL_TEXTURE1) 2991 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 2992 glUniform1i(location = 4, v0 = 1) 2993 glActiveTexture(texture = GL_TEXTURE0) 2994 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 2995 glEnable(cap = GL_BLEND) 2996 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 2997 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 2998 glUseProgram(program = 5) 2999 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3000 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 3001 glUniform1i(location = 3, v0 = 1) 3002 glActiveTexture(texture = GL_TEXTURE1) 3003 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 3004 glUniform1i(location = 4, v0 = 1) 3005 glActiveTexture(texture = GL_TEXTURE0) 3006 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3007 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 3009 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 3010 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3011 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3012 glViewport(x = 0, y = 0, width = 600, height = 450) 3013 glUseProgram(program = 0) 3014 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 3015 glEnable(cap = GL_BLEND) 3016 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 3017 glClear(mask = GL_COLOR_BUFFER_BIT) 3018 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3021 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3022 glFlush() 3024 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 3025 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 3026 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 3027 glDisable(cap = GL_FRAMEBUFFER_SRGB) 3028 glDisable(cap = GL_SCISSOR_TEST) 3029 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3030 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 3031 glClear(mask = GL_COLOR_BUFFER_BIT) 3032 glDisable(cap = GL_SCISSOR_TEST) 3033 glDisable(cap = GL_CULL_FACE) 3034 glFrontFace(mode = GL_CCW) 3035 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 3036 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3037 glDisable(cap = GL_BLEND) 3038 glDisable(cap = GL_DEPTH_TEST) 3039 glDepthMask(flag = GL_FALSE) 3040 glDepthFunc(func = GL_LESS) 3041 glDisable(cap = GL_STENCIL_TEST) 3042 glDisable(cap = GL_POLYGON_OFFSET_FILL) 3043 glUseProgram(program = 1) 3044 glViewport(x = 0, y = 0, width = 600, height = 450) 3045 glDepthRange(zNear = 0, zFar = 1) 3046 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 3047 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 3048 glEnableVertexAttribArray(index = 0) 3049 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 3050 glEnableVertexAttribArray(index = 1) 3051 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3052 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 3053 glUniform1i(location = 3, v0 = 0) 3054 glActiveTexture(texture = GL_TEXTURE1) 3055 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 3056 glUniform1i(location = 4, v0 = 1) 3057 glActiveTexture(texture = GL_TEXTURE0) 3058 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3059 glEnable(cap = GL_BLEND) 3060 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 3061 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 3062 glUseProgram(program = 5) 3063 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3064 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 3065 glUniform1i(location = 3, v0 = 1) 3066 glActiveTexture(texture = GL_TEXTURE1) 3067 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 3068 glUniform1i(location = 4, v0 = 1) 3069 glActiveTexture(texture = GL_TEXTURE0) 3070 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3071 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 3073 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 3074 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3075 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3076 glViewport(x = 0, y = 0, width = 600, height = 450) 3077 glUseProgram(program = 0) 3078 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 3079 glEnable(cap = GL_BLEND) 3080 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 3081 glClear(mask = GL_COLOR_BUFFER_BIT) 3082 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3085 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3086 glFlush() 3088 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 3089 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 3090 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 3091 glDisable(cap = GL_FRAMEBUFFER_SRGB) 3092 glDisable(cap = GL_SCISSOR_TEST) 3093 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3094 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 3095 glClear(mask = GL_COLOR_BUFFER_BIT) 3096 glDisable(cap = GL_SCISSOR_TEST) 3097 glDisable(cap = GL_CULL_FACE) 3098 glFrontFace(mode = GL_CCW) 3099 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 3100 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3101 glDisable(cap = GL_BLEND) 3102 glDisable(cap = GL_DEPTH_TEST) 3103 glDepthMask(flag = GL_FALSE) 3104 glDepthFunc(func = GL_LESS) 3105 glDisable(cap = GL_STENCIL_TEST) 3106 glDisable(cap = GL_POLYGON_OFFSET_FILL) 3107 glUseProgram(program = 1) 3108 glViewport(x = 0, y = 0, width = 600, height = 450) 3109 glDepthRange(zNear = 0, zFar = 1) 3110 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 3111 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 3112 glEnableVertexAttribArray(index = 0) 3113 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 3114 glEnableVertexAttribArray(index = 1) 3115 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3116 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 3117 glUniform1i(location = 3, v0 = 0) 3118 glActiveTexture(texture = GL_TEXTURE1) 3119 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 3120 glUniform1i(location = 4, v0 = 1) 3121 glActiveTexture(texture = GL_TEXTURE0) 3122 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3123 glEnable(cap = GL_BLEND) 3124 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 3125 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 3126 glUseProgram(program = 5) 3127 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3128 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 3129 glUniform1i(location = 3, v0 = 1) 3130 glActiveTexture(texture = GL_TEXTURE1) 3131 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 3132 glUniform1i(location = 4, v0 = 1) 3133 glActiveTexture(texture = GL_TEXTURE0) 3134 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3135 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 3137 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 3138 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3139 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3140 glViewport(x = 0, y = 0, width = 600, height = 450) 3141 glUseProgram(program = 0) 3142 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 3143 glEnable(cap = GL_BLEND) 3144 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 3145 glClear(mask = GL_COLOR_BUFFER_BIT) 3146 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3149 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3150 glFlush() 3152 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 3153 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 3154 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 3155 glDisable(cap = GL_FRAMEBUFFER_SRGB) 3156 glDisable(cap = GL_SCISSOR_TEST) 3157 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3158 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 3159 glClear(mask = GL_COLOR_BUFFER_BIT) 3160 glDisable(cap = GL_SCISSOR_TEST) 3161 glDisable(cap = GL_CULL_FACE) 3162 glFrontFace(mode = GL_CCW) 3163 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 3164 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3165 glDisable(cap = GL_BLEND) 3166 glDisable(cap = GL_DEPTH_TEST) 3167 glDepthMask(flag = GL_FALSE) 3168 glDepthFunc(func = GL_LESS) 3169 glDisable(cap = GL_STENCIL_TEST) 3170 glDisable(cap = GL_POLYGON_OFFSET_FILL) 3171 glUseProgram(program = 1) 3172 glViewport(x = 0, y = 0, width = 600, height = 450) 3173 glDepthRange(zNear = 0, zFar = 1) 3174 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 3175 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 3176 glEnableVertexAttribArray(index = 0) 3177 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 3178 glEnableVertexAttribArray(index = 1) 3179 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3180 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 3181 glUniform1i(location = 3, v0 = 0) 3182 glActiveTexture(texture = GL_TEXTURE1) 3183 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 3184 glUniform1i(location = 4, v0 = 1) 3185 glActiveTexture(texture = GL_TEXTURE0) 3186 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3187 glEnable(cap = GL_BLEND) 3188 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 3189 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 3190 glUseProgram(program = 5) 3191 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3192 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 3193 glUniform1i(location = 3, v0 = 1) 3194 glActiveTexture(texture = GL_TEXTURE1) 3195 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 3196 glUniform1i(location = 4, v0 = 1) 3197 glActiveTexture(texture = GL_TEXTURE0) 3198 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3199 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 3201 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 3202 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3203 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3204 glViewport(x = 0, y = 0, width = 600, height = 450) 3205 glUseProgram(program = 0) 3206 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 3207 glEnable(cap = GL_BLEND) 3208 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 3209 glClear(mask = GL_COLOR_BUFFER_BIT) 3210 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3213 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3214 glFlush() 3216 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 3217 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 3218 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 3219 glDisable(cap = GL_FRAMEBUFFER_SRGB) 3220 glDisable(cap = GL_SCISSOR_TEST) 3221 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3222 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 3223 glClear(mask = GL_COLOR_BUFFER_BIT) 3224 glDisable(cap = GL_SCISSOR_TEST) 3225 glDisable(cap = GL_CULL_FACE) 3226 glFrontFace(mode = GL_CCW) 3227 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 3228 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3229 glDisable(cap = GL_BLEND) 3230 glDisable(cap = GL_DEPTH_TEST) 3231 glDepthMask(flag = GL_FALSE) 3232 glDepthFunc(func = GL_LESS) 3233 glDisable(cap = GL_STENCIL_TEST) 3234 glDisable(cap = GL_POLYGON_OFFSET_FILL) 3235 glUseProgram(program = 1) 3236 glViewport(x = 0, y = 0, width = 600, height = 450) 3237 glDepthRange(zNear = 0, zFar = 1) 3238 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 3239 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 3240 glEnableVertexAttribArray(index = 0) 3241 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 3242 glEnableVertexAttribArray(index = 1) 3243 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3244 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 3245 glUniform1i(location = 3, v0 = 0) 3246 glActiveTexture(texture = GL_TEXTURE1) 3247 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 3248 glUniform1i(location = 4, v0 = 1) 3249 glActiveTexture(texture = GL_TEXTURE0) 3250 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3251 glEnable(cap = GL_BLEND) 3252 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 3253 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 3254 glUseProgram(program = 5) 3255 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3256 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 3257 glUniform1i(location = 3, v0 = 1) 3258 glActiveTexture(texture = GL_TEXTURE1) 3259 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 3260 glUniform1i(location = 4, v0 = 1) 3261 glActiveTexture(texture = GL_TEXTURE0) 3262 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3263 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 3265 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 3266 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3267 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3268 glViewport(x = 0, y = 0, width = 600, height = 450) 3269 glUseProgram(program = 0) 3270 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 3271 glEnable(cap = GL_BLEND) 3272 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 3273 glClear(mask = GL_COLOR_BUFFER_BIT) 3274 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3277 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3278 glFlush() 3280 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 3281 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 3282 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 3283 glDisable(cap = GL_FRAMEBUFFER_SRGB) 3284 glDisable(cap = GL_SCISSOR_TEST) 3285 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3286 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 3287 glClear(mask = GL_COLOR_BUFFER_BIT) 3288 glDisable(cap = GL_SCISSOR_TEST) 3289 glDisable(cap = GL_CULL_FACE) 3290 glFrontFace(mode = GL_CCW) 3291 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 3292 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3293 glDisable(cap = GL_BLEND) 3294 glDisable(cap = GL_DEPTH_TEST) 3295 glDepthMask(flag = GL_FALSE) 3296 glDepthFunc(func = GL_LESS) 3297 glDisable(cap = GL_STENCIL_TEST) 3298 glDisable(cap = GL_POLYGON_OFFSET_FILL) 3299 glUseProgram(program = 1) 3300 glViewport(x = 0, y = 0, width = 600, height = 450) 3301 glDepthRange(zNear = 0, zFar = 1) 3302 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 3303 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 3304 glEnableVertexAttribArray(index = 0) 3305 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 3306 glEnableVertexAttribArray(index = 1) 3307 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3308 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 3309 glUniform1i(location = 3, v0 = 0) 3310 glActiveTexture(texture = GL_TEXTURE1) 3311 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 3312 glUniform1i(location = 4, v0 = 1) 3313 glActiveTexture(texture = GL_TEXTURE0) 3314 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3315 glEnable(cap = GL_BLEND) 3316 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 3317 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 3318 glUseProgram(program = 5) 3319 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3320 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 3321 glUniform1i(location = 3, v0 = 1) 3322 glActiveTexture(texture = GL_TEXTURE1) 3323 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 3324 glUniform1i(location = 4, v0 = 1) 3325 glActiveTexture(texture = GL_TEXTURE0) 3326 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3327 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 3329 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 3330 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3331 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3332 glViewport(x = 0, y = 0, width = 600, height = 450) 3333 glUseProgram(program = 0) 3334 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 3335 glEnable(cap = GL_BLEND) 3336 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 3337 glClear(mask = GL_COLOR_BUFFER_BIT) 3338 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3341 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3342 glFlush() 3344 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 3345 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 3346 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 3347 glDisable(cap = GL_FRAMEBUFFER_SRGB) 3348 glDisable(cap = GL_SCISSOR_TEST) 3349 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3350 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 3351 glClear(mask = GL_COLOR_BUFFER_BIT) 3352 glDisable(cap = GL_SCISSOR_TEST) 3353 glDisable(cap = GL_CULL_FACE) 3354 glFrontFace(mode = GL_CCW) 3355 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 3356 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3357 glDisable(cap = GL_BLEND) 3358 glDisable(cap = GL_DEPTH_TEST) 3359 glDepthMask(flag = GL_FALSE) 3360 glDepthFunc(func = GL_LESS) 3361 glDisable(cap = GL_STENCIL_TEST) 3362 glDisable(cap = GL_POLYGON_OFFSET_FILL) 3363 glUseProgram(program = 1) 3364 glViewport(x = 0, y = 0, width = 600, height = 450) 3365 glDepthRange(zNear = 0, zFar = 1) 3366 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 3367 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 3368 glEnableVertexAttribArray(index = 0) 3369 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 3370 glEnableVertexAttribArray(index = 1) 3371 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3372 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 3373 glUniform1i(location = 3, v0 = 0) 3374 glActiveTexture(texture = GL_TEXTURE1) 3375 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 3376 glUniform1i(location = 4, v0 = 1) 3377 glActiveTexture(texture = GL_TEXTURE0) 3378 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3379 glEnable(cap = GL_BLEND) 3380 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 3381 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 3382 glUseProgram(program = 5) 3383 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3384 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 3385 glUniform1i(location = 3, v0 = 1) 3386 glActiveTexture(texture = GL_TEXTURE1) 3387 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 3388 glUniform1i(location = 4, v0 = 1) 3389 glActiveTexture(texture = GL_TEXTURE0) 3390 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3391 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 3393 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 3394 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3395 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3396 glViewport(x = 0, y = 0, width = 600, height = 450) 3397 glUseProgram(program = 0) 3398 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 3399 glEnable(cap = GL_BLEND) 3400 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 3401 glClear(mask = GL_COLOR_BUFFER_BIT) 3402 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3405 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3406 glFlush() 3408 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 3409 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 3410 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 3411 glDisable(cap = GL_FRAMEBUFFER_SRGB) 3412 glDisable(cap = GL_SCISSOR_TEST) 3413 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3414 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 3415 glClear(mask = GL_COLOR_BUFFER_BIT) 3416 glDisable(cap = GL_SCISSOR_TEST) 3417 glDisable(cap = GL_CULL_FACE) 3418 glFrontFace(mode = GL_CCW) 3419 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 3420 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3421 glDisable(cap = GL_BLEND) 3422 glDisable(cap = GL_DEPTH_TEST) 3423 glDepthMask(flag = GL_FALSE) 3424 glDepthFunc(func = GL_LESS) 3425 glDisable(cap = GL_STENCIL_TEST) 3426 glDisable(cap = GL_POLYGON_OFFSET_FILL) 3427 glUseProgram(program = 1) 3428 glViewport(x = 0, y = 0, width = 600, height = 450) 3429 glDepthRange(zNear = 0, zFar = 1) 3430 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 3431 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 3432 glEnableVertexAttribArray(index = 0) 3433 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 3434 glEnableVertexAttribArray(index = 1) 3435 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3436 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 3437 glUniform1i(location = 3, v0 = 0) 3438 glActiveTexture(texture = GL_TEXTURE1) 3439 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 3440 glUniform1i(location = 4, v0 = 1) 3441 glActiveTexture(texture = GL_TEXTURE0) 3442 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3443 glEnable(cap = GL_BLEND) 3444 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 3445 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 3446 glUseProgram(program = 5) 3447 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3448 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 3449 glUniform1i(location = 3, v0 = 1) 3450 glActiveTexture(texture = GL_TEXTURE1) 3451 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 3452 glUniform1i(location = 4, v0 = 1) 3453 glActiveTexture(texture = GL_TEXTURE0) 3454 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3455 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 3457 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 3458 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3459 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3460 glViewport(x = 0, y = 0, width = 600, height = 450) 3461 glUseProgram(program = 0) 3462 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 3463 glEnable(cap = GL_BLEND) 3464 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 3465 glClear(mask = GL_COLOR_BUFFER_BIT) 3466 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3469 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3470 glFlush() 3472 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 3473 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 3474 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 3475 glDisable(cap = GL_FRAMEBUFFER_SRGB) 3476 glDisable(cap = GL_SCISSOR_TEST) 3477 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3478 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 3479 glClear(mask = GL_COLOR_BUFFER_BIT) 3480 glDisable(cap = GL_SCISSOR_TEST) 3481 glDisable(cap = GL_CULL_FACE) 3482 glFrontFace(mode = GL_CCW) 3483 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 3484 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3485 glDisable(cap = GL_BLEND) 3486 glDisable(cap = GL_DEPTH_TEST) 3487 glDepthMask(flag = GL_FALSE) 3488 glDepthFunc(func = GL_LESS) 3489 glDisable(cap = GL_STENCIL_TEST) 3490 glDisable(cap = GL_POLYGON_OFFSET_FILL) 3491 glUseProgram(program = 1) 3492 glViewport(x = 0, y = 0, width = 600, height = 450) 3493 glDepthRange(zNear = 0, zFar = 1) 3494 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 3495 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 3496 glEnableVertexAttribArray(index = 0) 3497 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 3498 glEnableVertexAttribArray(index = 1) 3499 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3500 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 3501 glUniform1i(location = 3, v0 = 0) 3502 glActiveTexture(texture = GL_TEXTURE1) 3503 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 3504 glUniform1i(location = 4, v0 = 1) 3505 glActiveTexture(texture = GL_TEXTURE0) 3506 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3507 glEnable(cap = GL_BLEND) 3508 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 3509 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 3510 glUseProgram(program = 5) 3511 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3512 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 3513 glUniform1i(location = 3, v0 = 1) 3514 glActiveTexture(texture = GL_TEXTURE1) 3515 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 3516 glUniform1i(location = 4, v0 = 1) 3517 glActiveTexture(texture = GL_TEXTURE0) 3518 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3519 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 3521 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 3522 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3523 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3524 glViewport(x = 0, y = 0, width = 600, height = 450) 3525 glUseProgram(program = 0) 3526 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 3527 glEnable(cap = GL_BLEND) 3528 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 3529 glClear(mask = GL_COLOR_BUFFER_BIT) 3530 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3533 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3534 glFlush() 3536 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 3537 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 3538 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 3539 glDisable(cap = GL_FRAMEBUFFER_SRGB) 3540 glDisable(cap = GL_SCISSOR_TEST) 3541 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3542 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 3543 glClear(mask = GL_COLOR_BUFFER_BIT) 3544 glDisable(cap = GL_SCISSOR_TEST) 3545 glDisable(cap = GL_CULL_FACE) 3546 glFrontFace(mode = GL_CCW) 3547 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 3548 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3549 glDisable(cap = GL_BLEND) 3550 glDisable(cap = GL_DEPTH_TEST) 3551 glDepthMask(flag = GL_FALSE) 3552 glDepthFunc(func = GL_LESS) 3553 glDisable(cap = GL_STENCIL_TEST) 3554 glDisable(cap = GL_POLYGON_OFFSET_FILL) 3555 glUseProgram(program = 1) 3556 glViewport(x = 0, y = 0, width = 600, height = 450) 3557 glDepthRange(zNear = 0, zFar = 1) 3558 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 3559 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 3560 glEnableVertexAttribArray(index = 0) 3561 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 3562 glEnableVertexAttribArray(index = 1) 3563 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3564 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 3565 glUniform1i(location = 3, v0 = 0) 3566 glActiveTexture(texture = GL_TEXTURE1) 3567 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 3568 glUniform1i(location = 4, v0 = 1) 3569 glActiveTexture(texture = GL_TEXTURE0) 3570 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3571 glEnable(cap = GL_BLEND) 3572 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 3573 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 3574 glUseProgram(program = 5) 3575 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3576 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 3577 glUniform1i(location = 3, v0 = 1) 3578 glActiveTexture(texture = GL_TEXTURE1) 3579 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 3580 glUniform1i(location = 4, v0 = 1) 3581 glActiveTexture(texture = GL_TEXTURE0) 3582 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3583 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 3585 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 3586 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3587 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3588 glViewport(x = 0, y = 0, width = 600, height = 450) 3589 glUseProgram(program = 0) 3590 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 3591 glEnable(cap = GL_BLEND) 3592 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 3593 glClear(mask = GL_COLOR_BUFFER_BIT) 3594 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3597 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3598 glFlush() 3600 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 3601 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 3602 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 3603 glDisable(cap = GL_FRAMEBUFFER_SRGB) 3604 glDisable(cap = GL_SCISSOR_TEST) 3605 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3606 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 3607 glClear(mask = GL_COLOR_BUFFER_BIT) 3608 glDisable(cap = GL_SCISSOR_TEST) 3609 glDisable(cap = GL_CULL_FACE) 3610 glFrontFace(mode = GL_CCW) 3611 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 3612 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3613 glDisable(cap = GL_BLEND) 3614 glDisable(cap = GL_DEPTH_TEST) 3615 glDepthMask(flag = GL_FALSE) 3616 glDepthFunc(func = GL_LESS) 3617 glDisable(cap = GL_STENCIL_TEST) 3618 glDisable(cap = GL_POLYGON_OFFSET_FILL) 3619 glUseProgram(program = 1) 3620 glViewport(x = 0, y = 0, width = 600, height = 450) 3621 glDepthRange(zNear = 0, zFar = 1) 3622 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 3623 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 3624 glEnableVertexAttribArray(index = 0) 3625 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 3626 glEnableVertexAttribArray(index = 1) 3627 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3628 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 3629 glUniform1i(location = 3, v0 = 0) 3630 glActiveTexture(texture = GL_TEXTURE1) 3631 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 3632 glUniform1i(location = 4, v0 = 1) 3633 glActiveTexture(texture = GL_TEXTURE0) 3634 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3635 glEnable(cap = GL_BLEND) 3636 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 3637 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 3638 glUseProgram(program = 5) 3639 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3640 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 3641 glUniform1i(location = 3, v0 = 1) 3642 glActiveTexture(texture = GL_TEXTURE1) 3643 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 3644 glUniform1i(location = 4, v0 = 1) 3645 glActiveTexture(texture = GL_TEXTURE0) 3646 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3647 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 3649 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 3650 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3651 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3652 glViewport(x = 0, y = 0, width = 600, height = 450) 3653 glUseProgram(program = 0) 3654 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 3655 glEnable(cap = GL_BLEND) 3656 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 3657 glClear(mask = GL_COLOR_BUFFER_BIT) 3658 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3661 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3662 glFlush() 3664 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 3665 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 3666 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 3667 glDisable(cap = GL_FRAMEBUFFER_SRGB) 3668 glDisable(cap = GL_SCISSOR_TEST) 3669 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3670 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 3671 glClear(mask = GL_COLOR_BUFFER_BIT) 3672 glDisable(cap = GL_SCISSOR_TEST) 3673 glDisable(cap = GL_CULL_FACE) 3674 glFrontFace(mode = GL_CCW) 3675 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 3676 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3677 glDisable(cap = GL_BLEND) 3678 glDisable(cap = GL_DEPTH_TEST) 3679 glDepthMask(flag = GL_FALSE) 3680 glDepthFunc(func = GL_LESS) 3681 glDisable(cap = GL_STENCIL_TEST) 3682 glDisable(cap = GL_POLYGON_OFFSET_FILL) 3683 glUseProgram(program = 1) 3684 glViewport(x = 0, y = 0, width = 600, height = 450) 3685 glDepthRange(zNear = 0, zFar = 1) 3686 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 3687 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 3688 glEnableVertexAttribArray(index = 0) 3689 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 3690 glEnableVertexAttribArray(index = 1) 3691 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3692 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 3693 glUniform1i(location = 3, v0 = 0) 3694 glActiveTexture(texture = GL_TEXTURE1) 3695 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 3696 glUniform1i(location = 4, v0 = 1) 3697 glActiveTexture(texture = GL_TEXTURE0) 3698 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3699 glEnable(cap = GL_BLEND) 3700 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 3701 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 3702 glUseProgram(program = 5) 3703 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3704 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 3705 glUniform1i(location = 3, v0 = 1) 3706 glActiveTexture(texture = GL_TEXTURE1) 3707 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 3708 glUniform1i(location = 4, v0 = 1) 3709 glActiveTexture(texture = GL_TEXTURE0) 3710 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3711 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 3713 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 3714 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3715 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3716 glViewport(x = 0, y = 0, width = 600, height = 450) 3717 glUseProgram(program = 0) 3718 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 3719 glEnable(cap = GL_BLEND) 3720 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 3721 glClear(mask = GL_COLOR_BUFFER_BIT) 3722 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3725 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3726 glFlush() 3728 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 3729 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 3730 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 3731 glDisable(cap = GL_FRAMEBUFFER_SRGB) 3732 glDisable(cap = GL_SCISSOR_TEST) 3733 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3734 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 3735 glClear(mask = GL_COLOR_BUFFER_BIT) 3736 glDisable(cap = GL_SCISSOR_TEST) 3737 glDisable(cap = GL_CULL_FACE) 3738 glFrontFace(mode = GL_CCW) 3739 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 3740 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3741 glDisable(cap = GL_BLEND) 3742 glDisable(cap = GL_DEPTH_TEST) 3743 glDepthMask(flag = GL_FALSE) 3744 glDepthFunc(func = GL_LESS) 3745 glDisable(cap = GL_STENCIL_TEST) 3746 glDisable(cap = GL_POLYGON_OFFSET_FILL) 3747 glUseProgram(program = 1) 3748 glViewport(x = 0, y = 0, width = 600, height = 450) 3749 glDepthRange(zNear = 0, zFar = 1) 3750 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 3751 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 3752 glEnableVertexAttribArray(index = 0) 3753 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 3754 glEnableVertexAttribArray(index = 1) 3755 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3756 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 3757 glUniform1i(location = 3, v0 = 0) 3758 glActiveTexture(texture = GL_TEXTURE1) 3759 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 3760 glUniform1i(location = 4, v0 = 1) 3761 glActiveTexture(texture = GL_TEXTURE0) 3762 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3763 glEnable(cap = GL_BLEND) 3764 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 3765 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 3766 glUseProgram(program = 5) 3767 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3768 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 3769 glUniform1i(location = 3, v0 = 1) 3770 glActiveTexture(texture = GL_TEXTURE1) 3771 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 3772 glUniform1i(location = 4, v0 = 1) 3773 glActiveTexture(texture = GL_TEXTURE0) 3774 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3775 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 3777 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 3778 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3779 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3780 glViewport(x = 0, y = 0, width = 600, height = 450) 3781 glUseProgram(program = 0) 3782 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 3783 glEnable(cap = GL_BLEND) 3784 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 3785 glClear(mask = GL_COLOR_BUFFER_BIT) 3786 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3789 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3790 glFlush() 3792 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 3793 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 3794 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 3795 glDisable(cap = GL_FRAMEBUFFER_SRGB) 3796 glDisable(cap = GL_SCISSOR_TEST) 3797 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3798 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 3799 glClear(mask = GL_COLOR_BUFFER_BIT) 3800 glDisable(cap = GL_SCISSOR_TEST) 3801 glDisable(cap = GL_CULL_FACE) 3802 glFrontFace(mode = GL_CCW) 3803 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 3804 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3805 glDisable(cap = GL_BLEND) 3806 glDisable(cap = GL_DEPTH_TEST) 3807 glDepthMask(flag = GL_FALSE) 3808 glDepthFunc(func = GL_LESS) 3809 glDisable(cap = GL_STENCIL_TEST) 3810 glDisable(cap = GL_POLYGON_OFFSET_FILL) 3811 glUseProgram(program = 1) 3812 glViewport(x = 0, y = 0, width = 600, height = 450) 3813 glDepthRange(zNear = 0, zFar = 1) 3814 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 3815 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 3816 glEnableVertexAttribArray(index = 0) 3817 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 3818 glEnableVertexAttribArray(index = 1) 3819 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3820 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 3821 glUniform1i(location = 3, v0 = 0) 3822 glActiveTexture(texture = GL_TEXTURE1) 3823 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 3824 glUniform1i(location = 4, v0 = 1) 3825 glActiveTexture(texture = GL_TEXTURE0) 3826 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3827 glEnable(cap = GL_BLEND) 3828 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 3829 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 3830 glUseProgram(program = 5) 3831 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3832 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 3833 glUniform1i(location = 3, v0 = 1) 3834 glActiveTexture(texture = GL_TEXTURE1) 3835 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 3836 glUniform1i(location = 4, v0 = 1) 3837 glActiveTexture(texture = GL_TEXTURE0) 3838 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3839 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 3841 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 3842 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3843 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3844 glViewport(x = 0, y = 0, width = 600, height = 450) 3845 glUseProgram(program = 0) 3846 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 3847 glEnable(cap = GL_BLEND) 3848 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 3849 glClear(mask = GL_COLOR_BUFFER_BIT) 3850 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3853 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3854 glFlush() 3856 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 3857 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 3858 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 3859 glDisable(cap = GL_FRAMEBUFFER_SRGB) 3860 glDisable(cap = GL_SCISSOR_TEST) 3861 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3862 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 3863 glClear(mask = GL_COLOR_BUFFER_BIT) 3864 glDisable(cap = GL_SCISSOR_TEST) 3865 glDisable(cap = GL_CULL_FACE) 3866 glFrontFace(mode = GL_CCW) 3867 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 3868 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3869 glDisable(cap = GL_BLEND) 3870 glDisable(cap = GL_DEPTH_TEST) 3871 glDepthMask(flag = GL_FALSE) 3872 glDepthFunc(func = GL_LESS) 3873 glDisable(cap = GL_STENCIL_TEST) 3874 glDisable(cap = GL_POLYGON_OFFSET_FILL) 3875 glUseProgram(program = 1) 3876 glViewport(x = 0, y = 0, width = 600, height = 450) 3877 glDepthRange(zNear = 0, zFar = 1) 3878 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 3879 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 3880 glEnableVertexAttribArray(index = 0) 3881 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 3882 glEnableVertexAttribArray(index = 1) 3883 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3884 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 3885 glUniform1i(location = 3, v0 = 0) 3886 glActiveTexture(texture = GL_TEXTURE1) 3887 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 3888 glUniform1i(location = 4, v0 = 1) 3889 glActiveTexture(texture = GL_TEXTURE0) 3890 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3891 glEnable(cap = GL_BLEND) 3892 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 3893 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 3894 glUseProgram(program = 5) 3895 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3896 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 3897 glUniform1i(location = 3, v0 = 1) 3898 glActiveTexture(texture = GL_TEXTURE1) 3899 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 3900 glUniform1i(location = 4, v0 = 1) 3901 glActiveTexture(texture = GL_TEXTURE0) 3902 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3903 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 3905 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 3906 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3907 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3908 glViewport(x = 0, y = 0, width = 600, height = 450) 3909 glUseProgram(program = 0) 3910 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 3911 glEnable(cap = GL_BLEND) 3912 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 3913 glClear(mask = GL_COLOR_BUFFER_BIT) 3914 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3917 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3918 glFlush() 3920 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 3921 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 3922 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 3923 glDisable(cap = GL_FRAMEBUFFER_SRGB) 3924 glDisable(cap = GL_SCISSOR_TEST) 3925 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3926 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 3927 glClear(mask = GL_COLOR_BUFFER_BIT) 3928 glDisable(cap = GL_SCISSOR_TEST) 3929 glDisable(cap = GL_CULL_FACE) 3930 glFrontFace(mode = GL_CCW) 3931 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 3932 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3933 glDisable(cap = GL_BLEND) 3934 glDisable(cap = GL_DEPTH_TEST) 3935 glDepthMask(flag = GL_FALSE) 3936 glDepthFunc(func = GL_LESS) 3937 glDisable(cap = GL_STENCIL_TEST) 3938 glDisable(cap = GL_POLYGON_OFFSET_FILL) 3939 glUseProgram(program = 1) 3940 glViewport(x = 0, y = 0, width = 600, height = 450) 3941 glDepthRange(zNear = 0, zFar = 1) 3942 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 3943 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 3944 glEnableVertexAttribArray(index = 0) 3945 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 3946 glEnableVertexAttribArray(index = 1) 3947 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3948 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 3949 glUniform1i(location = 3, v0 = 0) 3950 glActiveTexture(texture = GL_TEXTURE1) 3951 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 3952 glUniform1i(location = 4, v0 = 1) 3953 glActiveTexture(texture = GL_TEXTURE0) 3954 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3955 glEnable(cap = GL_BLEND) 3956 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 3957 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 3958 glUseProgram(program = 5) 3959 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 3960 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 3961 glUniform1i(location = 3, v0 = 1) 3962 glActiveTexture(texture = GL_TEXTURE1) 3963 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 3964 glUniform1i(location = 4, v0 = 1) 3965 glActiveTexture(texture = GL_TEXTURE0) 3966 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 3967 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 3969 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 3970 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3971 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3972 glViewport(x = 0, y = 0, width = 600, height = 450) 3973 glUseProgram(program = 0) 3974 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 3975 glEnable(cap = GL_BLEND) 3976 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 3977 glClear(mask = GL_COLOR_BUFFER_BIT) 3978 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 3981 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 3982 glFlush() 3984 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 3985 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 3986 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 3987 glDisable(cap = GL_FRAMEBUFFER_SRGB) 3988 glDisable(cap = GL_SCISSOR_TEST) 3989 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3990 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 3991 glClear(mask = GL_COLOR_BUFFER_BIT) 3992 glDisable(cap = GL_SCISSOR_TEST) 3993 glDisable(cap = GL_CULL_FACE) 3994 glFrontFace(mode = GL_CCW) 3995 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 3996 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 3997 glDisable(cap = GL_BLEND) 3998 glDisable(cap = GL_DEPTH_TEST) 3999 glDepthMask(flag = GL_FALSE) 4000 glDepthFunc(func = GL_LESS) 4001 glDisable(cap = GL_STENCIL_TEST) 4002 glDisable(cap = GL_POLYGON_OFFSET_FILL) 4003 glUseProgram(program = 1) 4004 glViewport(x = 0, y = 0, width = 600, height = 450) 4005 glDepthRange(zNear = 0, zFar = 1) 4006 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 4007 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 4008 glEnableVertexAttribArray(index = 0) 4009 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 4010 glEnableVertexAttribArray(index = 1) 4011 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4012 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 4013 glUniform1i(location = 3, v0 = 0) 4014 glActiveTexture(texture = GL_TEXTURE1) 4015 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 4016 glUniform1i(location = 4, v0 = 1) 4017 glActiveTexture(texture = GL_TEXTURE0) 4018 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4019 glEnable(cap = GL_BLEND) 4020 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 4021 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 4022 glUseProgram(program = 5) 4023 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4024 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 4025 glUniform1i(location = 3, v0 = 1) 4026 glActiveTexture(texture = GL_TEXTURE1) 4027 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 4028 glUniform1i(location = 4, v0 = 1) 4029 glActiveTexture(texture = GL_TEXTURE0) 4030 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4031 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 4033 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 4034 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4035 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4036 glViewport(x = 0, y = 0, width = 600, height = 450) 4037 glUseProgram(program = 0) 4038 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 4039 glEnable(cap = GL_BLEND) 4040 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 4041 glClear(mask = GL_COLOR_BUFFER_BIT) 4042 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4045 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4046 glFlush() 4048 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 4049 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 4050 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 4051 glDisable(cap = GL_FRAMEBUFFER_SRGB) 4052 glDisable(cap = GL_SCISSOR_TEST) 4053 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4054 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 4055 glClear(mask = GL_COLOR_BUFFER_BIT) 4056 glDisable(cap = GL_SCISSOR_TEST) 4057 glDisable(cap = GL_CULL_FACE) 4058 glFrontFace(mode = GL_CCW) 4059 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 4060 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4061 glDisable(cap = GL_BLEND) 4062 glDisable(cap = GL_DEPTH_TEST) 4063 glDepthMask(flag = GL_FALSE) 4064 glDepthFunc(func = GL_LESS) 4065 glDisable(cap = GL_STENCIL_TEST) 4066 glDisable(cap = GL_POLYGON_OFFSET_FILL) 4067 glUseProgram(program = 1) 4068 glViewport(x = 0, y = 0, width = 600, height = 450) 4069 glDepthRange(zNear = 0, zFar = 1) 4070 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 4071 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 4072 glEnableVertexAttribArray(index = 0) 4073 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 4074 glEnableVertexAttribArray(index = 1) 4075 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4076 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 4077 glUniform1i(location = 3, v0 = 0) 4078 glActiveTexture(texture = GL_TEXTURE1) 4079 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 4080 glUniform1i(location = 4, v0 = 1) 4081 glActiveTexture(texture = GL_TEXTURE0) 4082 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4083 glEnable(cap = GL_BLEND) 4084 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 4085 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 4086 glUseProgram(program = 5) 4087 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4088 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 4089 glUniform1i(location = 3, v0 = 1) 4090 glActiveTexture(texture = GL_TEXTURE1) 4091 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 4092 glUniform1i(location = 4, v0 = 1) 4093 glActiveTexture(texture = GL_TEXTURE0) 4094 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4095 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 4097 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 4098 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4099 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4100 glViewport(x = 0, y = 0, width = 600, height = 450) 4101 glUseProgram(program = 0) 4102 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 4103 glEnable(cap = GL_BLEND) 4104 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 4105 glClear(mask = GL_COLOR_BUFFER_BIT) 4106 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4109 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4110 glFlush() 4112 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 4113 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 4114 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 4115 glDisable(cap = GL_FRAMEBUFFER_SRGB) 4116 glDisable(cap = GL_SCISSOR_TEST) 4117 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4118 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 4119 glClear(mask = GL_COLOR_BUFFER_BIT) 4120 glDisable(cap = GL_SCISSOR_TEST) 4121 glDisable(cap = GL_CULL_FACE) 4122 glFrontFace(mode = GL_CCW) 4123 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 4124 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4125 glDisable(cap = GL_BLEND) 4126 glDisable(cap = GL_DEPTH_TEST) 4127 glDepthMask(flag = GL_FALSE) 4128 glDepthFunc(func = GL_LESS) 4129 glDisable(cap = GL_STENCIL_TEST) 4130 glDisable(cap = GL_POLYGON_OFFSET_FILL) 4131 glUseProgram(program = 1) 4132 glViewport(x = 0, y = 0, width = 600, height = 450) 4133 glDepthRange(zNear = 0, zFar = 1) 4134 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 4135 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 4136 glEnableVertexAttribArray(index = 0) 4137 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 4138 glEnableVertexAttribArray(index = 1) 4139 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4140 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 4141 glUniform1i(location = 3, v0 = 0) 4142 glActiveTexture(texture = GL_TEXTURE1) 4143 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 4144 glUniform1i(location = 4, v0 = 1) 4145 glActiveTexture(texture = GL_TEXTURE0) 4146 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4147 glEnable(cap = GL_BLEND) 4148 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 4149 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 4150 glUseProgram(program = 5) 4151 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4152 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 4153 glUniform1i(location = 3, v0 = 1) 4154 glActiveTexture(texture = GL_TEXTURE1) 4155 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 4156 glUniform1i(location = 4, v0 = 1) 4157 glActiveTexture(texture = GL_TEXTURE0) 4158 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4159 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 4161 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 4162 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4163 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4164 glViewport(x = 0, y = 0, width = 600, height = 450) 4165 glUseProgram(program = 0) 4166 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 4167 glEnable(cap = GL_BLEND) 4168 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 4169 glClear(mask = GL_COLOR_BUFFER_BIT) 4170 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4173 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4174 glFlush() 4176 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 4177 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 4178 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 4179 glDisable(cap = GL_FRAMEBUFFER_SRGB) 4180 glDisable(cap = GL_SCISSOR_TEST) 4181 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4182 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 4183 glClear(mask = GL_COLOR_BUFFER_BIT) 4184 glDisable(cap = GL_SCISSOR_TEST) 4185 glDisable(cap = GL_CULL_FACE) 4186 glFrontFace(mode = GL_CCW) 4187 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 4188 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4189 glDisable(cap = GL_BLEND) 4190 glDisable(cap = GL_DEPTH_TEST) 4191 glDepthMask(flag = GL_FALSE) 4192 glDepthFunc(func = GL_LESS) 4193 glDisable(cap = GL_STENCIL_TEST) 4194 glDisable(cap = GL_POLYGON_OFFSET_FILL) 4195 glUseProgram(program = 1) 4196 glViewport(x = 0, y = 0, width = 600, height = 450) 4197 glDepthRange(zNear = 0, zFar = 1) 4198 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 4199 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 4200 glEnableVertexAttribArray(index = 0) 4201 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 4202 glEnableVertexAttribArray(index = 1) 4203 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4204 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 4205 glUniform1i(location = 3, v0 = 0) 4206 glActiveTexture(texture = GL_TEXTURE1) 4207 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 4208 glUniform1i(location = 4, v0 = 1) 4209 glActiveTexture(texture = GL_TEXTURE0) 4210 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4211 glEnable(cap = GL_BLEND) 4212 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 4213 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 4214 glUseProgram(program = 5) 4215 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4216 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 4217 glUniform1i(location = 3, v0 = 1) 4218 glActiveTexture(texture = GL_TEXTURE1) 4219 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 4220 glUniform1i(location = 4, v0 = 1) 4221 glActiveTexture(texture = GL_TEXTURE0) 4222 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4223 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 4225 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 4226 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4227 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4228 glViewport(x = 0, y = 0, width = 600, height = 450) 4229 glUseProgram(program = 0) 4230 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 4231 glEnable(cap = GL_BLEND) 4232 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 4233 glClear(mask = GL_COLOR_BUFFER_BIT) 4234 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4237 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4238 glFlush() 4240 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 4241 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 4242 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 4243 glDisable(cap = GL_FRAMEBUFFER_SRGB) 4244 glDisable(cap = GL_SCISSOR_TEST) 4245 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4246 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 4247 glClear(mask = GL_COLOR_BUFFER_BIT) 4248 glDisable(cap = GL_SCISSOR_TEST) 4249 glDisable(cap = GL_CULL_FACE) 4250 glFrontFace(mode = GL_CCW) 4251 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 4252 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4253 glDisable(cap = GL_BLEND) 4254 glDisable(cap = GL_DEPTH_TEST) 4255 glDepthMask(flag = GL_FALSE) 4256 glDepthFunc(func = GL_LESS) 4257 glDisable(cap = GL_STENCIL_TEST) 4258 glDisable(cap = GL_POLYGON_OFFSET_FILL) 4259 glUseProgram(program = 1) 4260 glViewport(x = 0, y = 0, width = 600, height = 450) 4261 glDepthRange(zNear = 0, zFar = 1) 4262 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 4263 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 4264 glEnableVertexAttribArray(index = 0) 4265 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 4266 glEnableVertexAttribArray(index = 1) 4267 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4268 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 4269 glUniform1i(location = 3, v0 = 0) 4270 glActiveTexture(texture = GL_TEXTURE1) 4271 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 4272 glUniform1i(location = 4, v0 = 1) 4273 glActiveTexture(texture = GL_TEXTURE0) 4274 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4275 glEnable(cap = GL_BLEND) 4276 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 4277 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 4278 glUseProgram(program = 5) 4279 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4280 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 4281 glUniform1i(location = 3, v0 = 1) 4282 glActiveTexture(texture = GL_TEXTURE1) 4283 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 4284 glUniform1i(location = 4, v0 = 1) 4285 glActiveTexture(texture = GL_TEXTURE0) 4286 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4287 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 4289 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 4290 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4291 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4292 glViewport(x = 0, y = 0, width = 600, height = 450) 4293 glUseProgram(program = 0) 4294 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 4295 glEnable(cap = GL_BLEND) 4296 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 4297 glClear(mask = GL_COLOR_BUFFER_BIT) 4298 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4301 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4302 glFlush() 4304 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 4305 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 4306 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 4307 glDisable(cap = GL_FRAMEBUFFER_SRGB) 4308 glDisable(cap = GL_SCISSOR_TEST) 4309 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4310 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 4311 glClear(mask = GL_COLOR_BUFFER_BIT) 4312 glDisable(cap = GL_SCISSOR_TEST) 4313 glDisable(cap = GL_CULL_FACE) 4314 glFrontFace(mode = GL_CCW) 4315 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 4316 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4317 glDisable(cap = GL_BLEND) 4318 glDisable(cap = GL_DEPTH_TEST) 4319 glDepthMask(flag = GL_FALSE) 4320 glDepthFunc(func = GL_LESS) 4321 glDisable(cap = GL_STENCIL_TEST) 4322 glDisable(cap = GL_POLYGON_OFFSET_FILL) 4323 glUseProgram(program = 1) 4324 glViewport(x = 0, y = 0, width = 600, height = 450) 4325 glDepthRange(zNear = 0, zFar = 1) 4326 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 4327 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 4328 glEnableVertexAttribArray(index = 0) 4329 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 4330 glEnableVertexAttribArray(index = 1) 4331 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4332 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 4333 glUniform1i(location = 3, v0 = 0) 4334 glActiveTexture(texture = GL_TEXTURE1) 4335 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 4336 glUniform1i(location = 4, v0 = 1) 4337 glActiveTexture(texture = GL_TEXTURE0) 4338 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4339 glEnable(cap = GL_BLEND) 4340 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 4341 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 4342 glUseProgram(program = 5) 4343 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4344 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 4345 glUniform1i(location = 3, v0 = 1) 4346 glActiveTexture(texture = GL_TEXTURE1) 4347 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 4348 glUniform1i(location = 4, v0 = 1) 4349 glActiveTexture(texture = GL_TEXTURE0) 4350 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4351 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 4353 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 4354 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4355 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4356 glViewport(x = 0, y = 0, width = 600, height = 450) 4357 glUseProgram(program = 0) 4358 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 4359 glEnable(cap = GL_BLEND) 4360 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 4361 glClear(mask = GL_COLOR_BUFFER_BIT) 4362 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4365 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4366 glFlush() 4368 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 4369 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 4370 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 4371 glDisable(cap = GL_FRAMEBUFFER_SRGB) 4372 glDisable(cap = GL_SCISSOR_TEST) 4373 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4374 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 4375 glClear(mask = GL_COLOR_BUFFER_BIT) 4376 glDisable(cap = GL_SCISSOR_TEST) 4377 glDisable(cap = GL_CULL_FACE) 4378 glFrontFace(mode = GL_CCW) 4379 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 4380 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4381 glDisable(cap = GL_BLEND) 4382 glDisable(cap = GL_DEPTH_TEST) 4383 glDepthMask(flag = GL_FALSE) 4384 glDepthFunc(func = GL_LESS) 4385 glDisable(cap = GL_STENCIL_TEST) 4386 glDisable(cap = GL_POLYGON_OFFSET_FILL) 4387 glUseProgram(program = 1) 4388 glViewport(x = 0, y = 0, width = 600, height = 450) 4389 glDepthRange(zNear = 0, zFar = 1) 4390 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 4391 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 4392 glEnableVertexAttribArray(index = 0) 4393 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 4394 glEnableVertexAttribArray(index = 1) 4395 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4396 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 4397 glUniform1i(location = 3, v0 = 0) 4398 glActiveTexture(texture = GL_TEXTURE1) 4399 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 4400 glUniform1i(location = 4, v0 = 1) 4401 glActiveTexture(texture = GL_TEXTURE0) 4402 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4403 glEnable(cap = GL_BLEND) 4404 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 4405 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 4406 glUseProgram(program = 5) 4407 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4408 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 4409 glUniform1i(location = 3, v0 = 1) 4410 glActiveTexture(texture = GL_TEXTURE1) 4411 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 4412 glUniform1i(location = 4, v0 = 1) 4413 glActiveTexture(texture = GL_TEXTURE0) 4414 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4415 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 4417 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 4418 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4419 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4420 glViewport(x = 0, y = 0, width = 600, height = 450) 4421 glUseProgram(program = 0) 4422 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 4423 glEnable(cap = GL_BLEND) 4424 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 4425 glClear(mask = GL_COLOR_BUFFER_BIT) 4426 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4429 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4430 glFlush() 4432 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 4433 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 4434 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 4435 glDisable(cap = GL_FRAMEBUFFER_SRGB) 4436 glDisable(cap = GL_SCISSOR_TEST) 4437 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4438 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 4439 glClear(mask = GL_COLOR_BUFFER_BIT) 4440 glDisable(cap = GL_SCISSOR_TEST) 4441 glDisable(cap = GL_CULL_FACE) 4442 glFrontFace(mode = GL_CCW) 4443 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 4444 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4445 glDisable(cap = GL_BLEND) 4446 glDisable(cap = GL_DEPTH_TEST) 4447 glDepthMask(flag = GL_FALSE) 4448 glDepthFunc(func = GL_LESS) 4449 glDisable(cap = GL_STENCIL_TEST) 4450 glDisable(cap = GL_POLYGON_OFFSET_FILL) 4451 glUseProgram(program = 1) 4452 glViewport(x = 0, y = 0, width = 600, height = 450) 4453 glDepthRange(zNear = 0, zFar = 1) 4454 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 4455 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 4456 glEnableVertexAttribArray(index = 0) 4457 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 4458 glEnableVertexAttribArray(index = 1) 4459 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4460 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 4461 glUniform1i(location = 3, v0 = 0) 4462 glActiveTexture(texture = GL_TEXTURE1) 4463 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 4464 glUniform1i(location = 4, v0 = 1) 4465 glActiveTexture(texture = GL_TEXTURE0) 4466 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4467 glEnable(cap = GL_BLEND) 4468 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 4469 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 4470 glUseProgram(program = 5) 4471 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4472 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 4473 glUniform1i(location = 3, v0 = 1) 4474 glActiveTexture(texture = GL_TEXTURE1) 4475 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 4476 glUniform1i(location = 4, v0 = 1) 4477 glActiveTexture(texture = GL_TEXTURE0) 4478 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4479 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 4481 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 4482 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4483 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4484 glViewport(x = 0, y = 0, width = 600, height = 450) 4485 glUseProgram(program = 0) 4486 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 4487 glEnable(cap = GL_BLEND) 4488 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 4489 glClear(mask = GL_COLOR_BUFFER_BIT) 4490 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4493 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4494 glFlush() 4496 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 4497 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 4498 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 4499 glDisable(cap = GL_FRAMEBUFFER_SRGB) 4500 glDisable(cap = GL_SCISSOR_TEST) 4501 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4502 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 4503 glClear(mask = GL_COLOR_BUFFER_BIT) 4504 glDisable(cap = GL_SCISSOR_TEST) 4505 glDisable(cap = GL_CULL_FACE) 4506 glFrontFace(mode = GL_CCW) 4507 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 4508 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4509 glDisable(cap = GL_BLEND) 4510 glDisable(cap = GL_DEPTH_TEST) 4511 glDepthMask(flag = GL_FALSE) 4512 glDepthFunc(func = GL_LESS) 4513 glDisable(cap = GL_STENCIL_TEST) 4514 glDisable(cap = GL_POLYGON_OFFSET_FILL) 4515 glUseProgram(program = 1) 4516 glViewport(x = 0, y = 0, width = 600, height = 450) 4517 glDepthRange(zNear = 0, zFar = 1) 4518 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 4519 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 4520 glEnableVertexAttribArray(index = 0) 4521 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 4522 glEnableVertexAttribArray(index = 1) 4523 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4524 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 4525 glUniform1i(location = 3, v0 = 0) 4526 glActiveTexture(texture = GL_TEXTURE1) 4527 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 4528 glUniform1i(location = 4, v0 = 1) 4529 glActiveTexture(texture = GL_TEXTURE0) 4530 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4531 glEnable(cap = GL_BLEND) 4532 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 4533 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 4534 glUseProgram(program = 5) 4535 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4536 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 4537 glUniform1i(location = 3, v0 = 1) 4538 glActiveTexture(texture = GL_TEXTURE1) 4539 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 4540 glUniform1i(location = 4, v0 = 1) 4541 glActiveTexture(texture = GL_TEXTURE0) 4542 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4543 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 4545 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 4546 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4547 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4548 glViewport(x = 0, y = 0, width = 600, height = 450) 4549 glUseProgram(program = 0) 4550 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 4551 glEnable(cap = GL_BLEND) 4552 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 4553 glClear(mask = GL_COLOR_BUFFER_BIT) 4554 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4557 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4558 glFlush() 4560 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 4561 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 4562 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 4563 glDisable(cap = GL_FRAMEBUFFER_SRGB) 4564 glDisable(cap = GL_SCISSOR_TEST) 4565 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4566 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 4567 glClear(mask = GL_COLOR_BUFFER_BIT) 4568 glDisable(cap = GL_SCISSOR_TEST) 4569 glDisable(cap = GL_CULL_FACE) 4570 glFrontFace(mode = GL_CCW) 4571 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 4572 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4573 glDisable(cap = GL_BLEND) 4574 glDisable(cap = GL_DEPTH_TEST) 4575 glDepthMask(flag = GL_FALSE) 4576 glDepthFunc(func = GL_LESS) 4577 glDisable(cap = GL_STENCIL_TEST) 4578 glDisable(cap = GL_POLYGON_OFFSET_FILL) 4579 glUseProgram(program = 1) 4580 glViewport(x = 0, y = 0, width = 600, height = 450) 4581 glDepthRange(zNear = 0, zFar = 1) 4582 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 4583 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 4584 glEnableVertexAttribArray(index = 0) 4585 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 4586 glEnableVertexAttribArray(index = 1) 4587 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4588 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 4589 glUniform1i(location = 3, v0 = 0) 4590 glActiveTexture(texture = GL_TEXTURE1) 4591 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 4592 glUniform1i(location = 4, v0 = 1) 4593 glActiveTexture(texture = GL_TEXTURE0) 4594 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4595 glEnable(cap = GL_BLEND) 4596 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 4597 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 4598 glUseProgram(program = 5) 4599 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4600 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 4601 glUniform1i(location = 3, v0 = 1) 4602 glActiveTexture(texture = GL_TEXTURE1) 4603 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 4604 glUniform1i(location = 4, v0 = 1) 4605 glActiveTexture(texture = GL_TEXTURE0) 4606 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4607 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 4609 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 4610 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4611 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4612 glViewport(x = 0, y = 0, width = 600, height = 450) 4613 glUseProgram(program = 0) 4614 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 4615 glEnable(cap = GL_BLEND) 4616 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 4617 glClear(mask = GL_COLOR_BUFFER_BIT) 4618 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4621 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4622 glFlush() 4624 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 4625 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 4626 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 4627 glDisable(cap = GL_FRAMEBUFFER_SRGB) 4628 glDisable(cap = GL_SCISSOR_TEST) 4629 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4630 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 4631 glClear(mask = GL_COLOR_BUFFER_BIT) 4632 glDisable(cap = GL_SCISSOR_TEST) 4633 glDisable(cap = GL_CULL_FACE) 4634 glFrontFace(mode = GL_CCW) 4635 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 4636 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4637 glDisable(cap = GL_BLEND) 4638 glDisable(cap = GL_DEPTH_TEST) 4639 glDepthMask(flag = GL_FALSE) 4640 glDepthFunc(func = GL_LESS) 4641 glDisable(cap = GL_STENCIL_TEST) 4642 glDisable(cap = GL_POLYGON_OFFSET_FILL) 4643 glUseProgram(program = 1) 4644 glViewport(x = 0, y = 0, width = 600, height = 450) 4645 glDepthRange(zNear = 0, zFar = 1) 4646 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 4647 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 4648 glEnableVertexAttribArray(index = 0) 4649 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 4650 glEnableVertexAttribArray(index = 1) 4651 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4652 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 4653 glUniform1i(location = 3, v0 = 0) 4654 glActiveTexture(texture = GL_TEXTURE1) 4655 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 4656 glUniform1i(location = 4, v0 = 1) 4657 glActiveTexture(texture = GL_TEXTURE0) 4658 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4659 glEnable(cap = GL_BLEND) 4660 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 4661 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 4662 glUseProgram(program = 5) 4663 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4664 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 4665 glUniform1i(location = 3, v0 = 1) 4666 glActiveTexture(texture = GL_TEXTURE1) 4667 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 4668 glUniform1i(location = 4, v0 = 1) 4669 glActiveTexture(texture = GL_TEXTURE0) 4670 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4671 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 4673 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 4674 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4675 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4676 glViewport(x = 0, y = 0, width = 600, height = 450) 4677 glUseProgram(program = 0) 4678 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 4679 glEnable(cap = GL_BLEND) 4680 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 4681 glClear(mask = GL_COLOR_BUFFER_BIT) 4682 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4685 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4686 glFlush() 4688 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 4689 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 4690 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 4691 glDisable(cap = GL_FRAMEBUFFER_SRGB) 4692 glDisable(cap = GL_SCISSOR_TEST) 4693 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4694 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 4695 glClear(mask = GL_COLOR_BUFFER_BIT) 4696 glDisable(cap = GL_SCISSOR_TEST) 4697 glDisable(cap = GL_CULL_FACE) 4698 glFrontFace(mode = GL_CCW) 4699 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 4700 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4701 glDisable(cap = GL_BLEND) 4702 glDisable(cap = GL_DEPTH_TEST) 4703 glDepthMask(flag = GL_FALSE) 4704 glDepthFunc(func = GL_LESS) 4705 glDisable(cap = GL_STENCIL_TEST) 4706 glDisable(cap = GL_POLYGON_OFFSET_FILL) 4707 glUseProgram(program = 1) 4708 glViewport(x = 0, y = 0, width = 600, height = 450) 4709 glDepthRange(zNear = 0, zFar = 1) 4710 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 4711 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 4712 glEnableVertexAttribArray(index = 0) 4713 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 4714 glEnableVertexAttribArray(index = 1) 4715 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4716 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 4717 glUniform1i(location = 3, v0 = 0) 4718 glActiveTexture(texture = GL_TEXTURE1) 4719 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 4720 glUniform1i(location = 4, v0 = 1) 4721 glActiveTexture(texture = GL_TEXTURE0) 4722 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4723 glEnable(cap = GL_BLEND) 4724 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 4725 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 4726 glUseProgram(program = 5) 4727 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4728 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 4729 glUniform1i(location = 3, v0 = 1) 4730 glActiveTexture(texture = GL_TEXTURE1) 4731 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 4732 glUniform1i(location = 4, v0 = 1) 4733 glActiveTexture(texture = GL_TEXTURE0) 4734 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4735 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 4737 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 4738 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4739 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4740 glViewport(x = 0, y = 0, width = 600, height = 450) 4741 glUseProgram(program = 0) 4742 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 4743 glEnable(cap = GL_BLEND) 4744 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 4745 glClear(mask = GL_COLOR_BUFFER_BIT) 4746 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4749 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4750 glFlush() 4752 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 4753 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 4754 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 4755 glDisable(cap = GL_FRAMEBUFFER_SRGB) 4756 glDisable(cap = GL_SCISSOR_TEST) 4757 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4758 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 4759 glClear(mask = GL_COLOR_BUFFER_BIT) 4760 glDisable(cap = GL_SCISSOR_TEST) 4761 glDisable(cap = GL_CULL_FACE) 4762 glFrontFace(mode = GL_CCW) 4763 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 4764 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4765 glDisable(cap = GL_BLEND) 4766 glDisable(cap = GL_DEPTH_TEST) 4767 glDepthMask(flag = GL_FALSE) 4768 glDepthFunc(func = GL_LESS) 4769 glDisable(cap = GL_STENCIL_TEST) 4770 glDisable(cap = GL_POLYGON_OFFSET_FILL) 4771 glUseProgram(program = 1) 4772 glViewport(x = 0, y = 0, width = 600, height = 450) 4773 glDepthRange(zNear = 0, zFar = 1) 4774 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 4775 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 4776 glEnableVertexAttribArray(index = 0) 4777 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 4778 glEnableVertexAttribArray(index = 1) 4779 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4780 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 4781 glUniform1i(location = 3, v0 = 0) 4782 glActiveTexture(texture = GL_TEXTURE1) 4783 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 4784 glUniform1i(location = 4, v0 = 1) 4785 glActiveTexture(texture = GL_TEXTURE0) 4786 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4787 glEnable(cap = GL_BLEND) 4788 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 4789 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 4790 glUseProgram(program = 5) 4791 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4792 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 4793 glUniform1i(location = 3, v0 = 1) 4794 glActiveTexture(texture = GL_TEXTURE1) 4795 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 4796 glUniform1i(location = 4, v0 = 1) 4797 glActiveTexture(texture = GL_TEXTURE0) 4798 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4799 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 4801 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 4802 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4803 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4804 glViewport(x = 0, y = 0, width = 600, height = 450) 4805 glUseProgram(program = 0) 4806 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 4807 glEnable(cap = GL_BLEND) 4808 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 4809 glClear(mask = GL_COLOR_BUFFER_BIT) 4810 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4813 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4814 glFlush() 4816 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 4817 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 4818 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 4819 glDisable(cap = GL_FRAMEBUFFER_SRGB) 4820 glDisable(cap = GL_SCISSOR_TEST) 4821 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4822 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 4823 glClear(mask = GL_COLOR_BUFFER_BIT) 4824 glDisable(cap = GL_SCISSOR_TEST) 4825 glDisable(cap = GL_CULL_FACE) 4826 glFrontFace(mode = GL_CCW) 4827 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 4828 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4829 glDisable(cap = GL_BLEND) 4830 glDisable(cap = GL_DEPTH_TEST) 4831 glDepthMask(flag = GL_FALSE) 4832 glDepthFunc(func = GL_LESS) 4833 glDisable(cap = GL_STENCIL_TEST) 4834 glDisable(cap = GL_POLYGON_OFFSET_FILL) 4835 glUseProgram(program = 1) 4836 glViewport(x = 0, y = 0, width = 600, height = 450) 4837 glDepthRange(zNear = 0, zFar = 1) 4838 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 4839 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 4840 glEnableVertexAttribArray(index = 0) 4841 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 4842 glEnableVertexAttribArray(index = 1) 4843 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4844 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 4845 glUniform1i(location = 3, v0 = 0) 4846 glActiveTexture(texture = GL_TEXTURE1) 4847 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 4848 glUniform1i(location = 4, v0 = 1) 4849 glActiveTexture(texture = GL_TEXTURE0) 4850 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4851 glEnable(cap = GL_BLEND) 4852 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 4853 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 4854 glUseProgram(program = 5) 4855 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4856 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 4857 glUniform1i(location = 3, v0 = 1) 4858 glActiveTexture(texture = GL_TEXTURE1) 4859 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 4860 glUniform1i(location = 4, v0 = 1) 4861 glActiveTexture(texture = GL_TEXTURE0) 4862 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4863 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 4865 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 4866 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4867 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4868 glViewport(x = 0, y = 0, width = 600, height = 450) 4869 glUseProgram(program = 0) 4870 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 4871 glEnable(cap = GL_BLEND) 4872 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 4873 glClear(mask = GL_COLOR_BUFFER_BIT) 4874 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4877 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4878 glFlush() 4880 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 4881 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 4882 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 4883 glDisable(cap = GL_FRAMEBUFFER_SRGB) 4884 glDisable(cap = GL_SCISSOR_TEST) 4885 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4886 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 4887 glClear(mask = GL_COLOR_BUFFER_BIT) 4888 glDisable(cap = GL_SCISSOR_TEST) 4889 glDisable(cap = GL_CULL_FACE) 4890 glFrontFace(mode = GL_CCW) 4891 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 4892 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4893 glDisable(cap = GL_BLEND) 4894 glDisable(cap = GL_DEPTH_TEST) 4895 glDepthMask(flag = GL_FALSE) 4896 glDepthFunc(func = GL_LESS) 4897 glDisable(cap = GL_STENCIL_TEST) 4898 glDisable(cap = GL_POLYGON_OFFSET_FILL) 4899 glUseProgram(program = 1) 4900 glViewport(x = 0, y = 0, width = 600, height = 450) 4901 glDepthRange(zNear = 0, zFar = 1) 4902 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 4903 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 4904 glEnableVertexAttribArray(index = 0) 4905 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 4906 glEnableVertexAttribArray(index = 1) 4907 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4908 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 4909 glUniform1i(location = 3, v0 = 0) 4910 glActiveTexture(texture = GL_TEXTURE1) 4911 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 4912 glUniform1i(location = 4, v0 = 1) 4913 glActiveTexture(texture = GL_TEXTURE0) 4914 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4915 glEnable(cap = GL_BLEND) 4916 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 4917 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 4918 glUseProgram(program = 5) 4919 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4920 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 4921 glUniform1i(location = 3, v0 = 1) 4922 glActiveTexture(texture = GL_TEXTURE1) 4923 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 4924 glUniform1i(location = 4, v0 = 1) 4925 glActiveTexture(texture = GL_TEXTURE0) 4926 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4927 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 4929 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 4930 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4931 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4932 glViewport(x = 0, y = 0, width = 600, height = 450) 4933 glUseProgram(program = 0) 4934 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 4935 glEnable(cap = GL_BLEND) 4936 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 4937 glClear(mask = GL_COLOR_BUFFER_BIT) 4938 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4941 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4942 glFlush() 4944 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 4945 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 4946 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 4947 glDisable(cap = GL_FRAMEBUFFER_SRGB) 4948 glDisable(cap = GL_SCISSOR_TEST) 4949 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4950 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 4951 glClear(mask = GL_COLOR_BUFFER_BIT) 4952 glDisable(cap = GL_SCISSOR_TEST) 4953 glDisable(cap = GL_CULL_FACE) 4954 glFrontFace(mode = GL_CCW) 4955 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 4956 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 4957 glDisable(cap = GL_BLEND) 4958 glDisable(cap = GL_DEPTH_TEST) 4959 glDepthMask(flag = GL_FALSE) 4960 glDepthFunc(func = GL_LESS) 4961 glDisable(cap = GL_STENCIL_TEST) 4962 glDisable(cap = GL_POLYGON_OFFSET_FILL) 4963 glUseProgram(program = 1) 4964 glViewport(x = 0, y = 0, width = 600, height = 450) 4965 glDepthRange(zNear = 0, zFar = 1) 4966 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 4967 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 4968 glEnableVertexAttribArray(index = 0) 4969 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 4970 glEnableVertexAttribArray(index = 1) 4971 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4972 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 4973 glUniform1i(location = 3, v0 = 0) 4974 glActiveTexture(texture = GL_TEXTURE1) 4975 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 4976 glUniform1i(location = 4, v0 = 1) 4977 glActiveTexture(texture = GL_TEXTURE0) 4978 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4979 glEnable(cap = GL_BLEND) 4980 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 4981 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 4982 glUseProgram(program = 5) 4983 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 4984 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 4985 glUniform1i(location = 3, v0 = 1) 4986 glActiveTexture(texture = GL_TEXTURE1) 4987 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 4988 glUniform1i(location = 4, v0 = 1) 4989 glActiveTexture(texture = GL_TEXTURE0) 4990 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 4991 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 4993 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 4994 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 4995 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 4996 glViewport(x = 0, y = 0, width = 600, height = 450) 4997 glUseProgram(program = 0) 4998 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 4999 glEnable(cap = GL_BLEND) 5000 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 5001 glClear(mask = GL_COLOR_BUFFER_BIT) 5002 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5005 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5006 glFlush() 5008 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 5009 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 5010 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 5011 glDisable(cap = GL_FRAMEBUFFER_SRGB) 5012 glDisable(cap = GL_SCISSOR_TEST) 5013 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5014 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 5015 glClear(mask = GL_COLOR_BUFFER_BIT) 5016 glDisable(cap = GL_SCISSOR_TEST) 5017 glDisable(cap = GL_CULL_FACE) 5018 glFrontFace(mode = GL_CCW) 5019 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 5020 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5021 glDisable(cap = GL_BLEND) 5022 glDisable(cap = GL_DEPTH_TEST) 5023 glDepthMask(flag = GL_FALSE) 5024 glDepthFunc(func = GL_LESS) 5025 glDisable(cap = GL_STENCIL_TEST) 5026 glDisable(cap = GL_POLYGON_OFFSET_FILL) 5027 glUseProgram(program = 1) 5028 glViewport(x = 0, y = 0, width = 600, height = 450) 5029 glDepthRange(zNear = 0, zFar = 1) 5030 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 5031 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 5032 glEnableVertexAttribArray(index = 0) 5033 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 5034 glEnableVertexAttribArray(index = 1) 5035 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5036 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 5037 glUniform1i(location = 3, v0 = 0) 5038 glActiveTexture(texture = GL_TEXTURE1) 5039 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 5040 glUniform1i(location = 4, v0 = 1) 5041 glActiveTexture(texture = GL_TEXTURE0) 5042 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5043 glEnable(cap = GL_BLEND) 5044 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 5045 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 5046 glUseProgram(program = 5) 5047 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5048 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 5049 glUniform1i(location = 3, v0 = 1) 5050 glActiveTexture(texture = GL_TEXTURE1) 5051 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 5052 glUniform1i(location = 4, v0 = 1) 5053 glActiveTexture(texture = GL_TEXTURE0) 5054 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5055 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 5057 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 5058 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5059 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5060 glViewport(x = 0, y = 0, width = 600, height = 450) 5061 glUseProgram(program = 0) 5062 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 5063 glEnable(cap = GL_BLEND) 5064 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 5065 glClear(mask = GL_COLOR_BUFFER_BIT) 5066 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5069 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5070 glFlush() 5072 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 5073 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 5074 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 5075 glDisable(cap = GL_FRAMEBUFFER_SRGB) 5076 glDisable(cap = GL_SCISSOR_TEST) 5077 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5078 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 5079 glClear(mask = GL_COLOR_BUFFER_BIT) 5080 glDisable(cap = GL_SCISSOR_TEST) 5081 glDisable(cap = GL_CULL_FACE) 5082 glFrontFace(mode = GL_CCW) 5083 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 5084 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5085 glDisable(cap = GL_BLEND) 5086 glDisable(cap = GL_DEPTH_TEST) 5087 glDepthMask(flag = GL_FALSE) 5088 glDepthFunc(func = GL_LESS) 5089 glDisable(cap = GL_STENCIL_TEST) 5090 glDisable(cap = GL_POLYGON_OFFSET_FILL) 5091 glUseProgram(program = 1) 5092 glViewport(x = 0, y = 0, width = 600, height = 450) 5093 glDepthRange(zNear = 0, zFar = 1) 5094 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 5095 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 5096 glEnableVertexAttribArray(index = 0) 5097 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 5098 glEnableVertexAttribArray(index = 1) 5099 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5100 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 5101 glUniform1i(location = 3, v0 = 0) 5102 glActiveTexture(texture = GL_TEXTURE1) 5103 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 5104 glUniform1i(location = 4, v0 = 1) 5105 glActiveTexture(texture = GL_TEXTURE0) 5106 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5107 glEnable(cap = GL_BLEND) 5108 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 5109 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 5110 glUseProgram(program = 5) 5111 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5112 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 5113 glUniform1i(location = 3, v0 = 1) 5114 glActiveTexture(texture = GL_TEXTURE1) 5115 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 5116 glUniform1i(location = 4, v0 = 1) 5117 glActiveTexture(texture = GL_TEXTURE0) 5118 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5119 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 5121 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 5122 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5123 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5124 glViewport(x = 0, y = 0, width = 600, height = 450) 5125 glUseProgram(program = 0) 5126 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 5127 glEnable(cap = GL_BLEND) 5128 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 5129 glClear(mask = GL_COLOR_BUFFER_BIT) 5130 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5133 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5134 glFlush() 5136 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 5137 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 5138 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 5139 glDisable(cap = GL_FRAMEBUFFER_SRGB) 5140 glDisable(cap = GL_SCISSOR_TEST) 5141 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5142 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 5143 glClear(mask = GL_COLOR_BUFFER_BIT) 5144 glDisable(cap = GL_SCISSOR_TEST) 5145 glDisable(cap = GL_CULL_FACE) 5146 glFrontFace(mode = GL_CCW) 5147 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 5148 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5149 glDisable(cap = GL_BLEND) 5150 glDisable(cap = GL_DEPTH_TEST) 5151 glDepthMask(flag = GL_FALSE) 5152 glDepthFunc(func = GL_LESS) 5153 glDisable(cap = GL_STENCIL_TEST) 5154 glDisable(cap = GL_POLYGON_OFFSET_FILL) 5155 glUseProgram(program = 1) 5156 glViewport(x = 0, y = 0, width = 600, height = 450) 5157 glDepthRange(zNear = 0, zFar = 1) 5158 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 5159 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 5160 glEnableVertexAttribArray(index = 0) 5161 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 5162 glEnableVertexAttribArray(index = 1) 5163 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5164 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 5165 glUniform1i(location = 3, v0 = 0) 5166 glActiveTexture(texture = GL_TEXTURE1) 5167 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 5168 glUniform1i(location = 4, v0 = 1) 5169 glActiveTexture(texture = GL_TEXTURE0) 5170 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5171 glEnable(cap = GL_BLEND) 5172 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 5173 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 5174 glUseProgram(program = 5) 5175 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5176 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 5177 glUniform1i(location = 3, v0 = 1) 5178 glActiveTexture(texture = GL_TEXTURE1) 5179 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 5180 glUniform1i(location = 4, v0 = 1) 5181 glActiveTexture(texture = GL_TEXTURE0) 5182 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5183 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 5185 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 5186 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5187 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5188 glViewport(x = 0, y = 0, width = 600, height = 450) 5189 glUseProgram(program = 0) 5190 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 5191 glEnable(cap = GL_BLEND) 5192 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 5193 glClear(mask = GL_COLOR_BUFFER_BIT) 5194 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5197 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5198 glFlush() 5200 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 5201 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 5202 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 5203 glDisable(cap = GL_FRAMEBUFFER_SRGB) 5204 glDisable(cap = GL_SCISSOR_TEST) 5205 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5206 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 5207 glClear(mask = GL_COLOR_BUFFER_BIT) 5208 glDisable(cap = GL_SCISSOR_TEST) 5209 glDisable(cap = GL_CULL_FACE) 5210 glFrontFace(mode = GL_CCW) 5211 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 5212 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5213 glDisable(cap = GL_BLEND) 5214 glDisable(cap = GL_DEPTH_TEST) 5215 glDepthMask(flag = GL_FALSE) 5216 glDepthFunc(func = GL_LESS) 5217 glDisable(cap = GL_STENCIL_TEST) 5218 glDisable(cap = GL_POLYGON_OFFSET_FILL) 5219 glUseProgram(program = 1) 5220 glViewport(x = 0, y = 0, width = 600, height = 450) 5221 glDepthRange(zNear = 0, zFar = 1) 5222 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 5223 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 5224 glEnableVertexAttribArray(index = 0) 5225 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 5226 glEnableVertexAttribArray(index = 1) 5227 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5228 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 5229 glUniform1i(location = 3, v0 = 0) 5230 glActiveTexture(texture = GL_TEXTURE1) 5231 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 5232 glUniform1i(location = 4, v0 = 1) 5233 glActiveTexture(texture = GL_TEXTURE0) 5234 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5235 glEnable(cap = GL_BLEND) 5236 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 5237 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 5238 glUseProgram(program = 5) 5239 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5240 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 5241 glUniform1i(location = 3, v0 = 1) 5242 glActiveTexture(texture = GL_TEXTURE1) 5243 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 5244 glUniform1i(location = 4, v0 = 1) 5245 glActiveTexture(texture = GL_TEXTURE0) 5246 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5247 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 5249 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 5250 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5251 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5252 glViewport(x = 0, y = 0, width = 600, height = 450) 5253 glUseProgram(program = 0) 5254 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 5255 glEnable(cap = GL_BLEND) 5256 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 5257 glClear(mask = GL_COLOR_BUFFER_BIT) 5258 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5261 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5262 glFlush() 5264 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 5265 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 5266 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 5267 glDisable(cap = GL_FRAMEBUFFER_SRGB) 5268 glDisable(cap = GL_SCISSOR_TEST) 5269 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5270 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 5271 glClear(mask = GL_COLOR_BUFFER_BIT) 5272 glDisable(cap = GL_SCISSOR_TEST) 5273 glDisable(cap = GL_CULL_FACE) 5274 glFrontFace(mode = GL_CCW) 5275 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 5276 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5277 glDisable(cap = GL_BLEND) 5278 glDisable(cap = GL_DEPTH_TEST) 5279 glDepthMask(flag = GL_FALSE) 5280 glDepthFunc(func = GL_LESS) 5281 glDisable(cap = GL_STENCIL_TEST) 5282 glDisable(cap = GL_POLYGON_OFFSET_FILL) 5283 glUseProgram(program = 1) 5284 glViewport(x = 0, y = 0, width = 600, height = 450) 5285 glDepthRange(zNear = 0, zFar = 1) 5286 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 5287 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 5288 glEnableVertexAttribArray(index = 0) 5289 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 5290 glEnableVertexAttribArray(index = 1) 5291 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5292 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 5293 glUniform1i(location = 3, v0 = 0) 5294 glActiveTexture(texture = GL_TEXTURE1) 5295 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 5296 glUniform1i(location = 4, v0 = 1) 5297 glActiveTexture(texture = GL_TEXTURE0) 5298 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5299 glEnable(cap = GL_BLEND) 5300 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 5301 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 5302 glUseProgram(program = 5) 5303 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5304 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 5305 glUniform1i(location = 3, v0 = 1) 5306 glActiveTexture(texture = GL_TEXTURE1) 5307 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 5308 glUniform1i(location = 4, v0 = 1) 5309 glActiveTexture(texture = GL_TEXTURE0) 5310 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5311 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 5313 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 5314 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5315 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5316 glViewport(x = 0, y = 0, width = 600, height = 450) 5317 glUseProgram(program = 0) 5318 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 5319 glEnable(cap = GL_BLEND) 5320 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 5321 glClear(mask = GL_COLOR_BUFFER_BIT) 5322 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5325 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5326 glFlush() 5328 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 5329 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 5330 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 5331 glDisable(cap = GL_FRAMEBUFFER_SRGB) 5332 glDisable(cap = GL_SCISSOR_TEST) 5333 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5334 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 5335 glClear(mask = GL_COLOR_BUFFER_BIT) 5336 glDisable(cap = GL_SCISSOR_TEST) 5337 glDisable(cap = GL_CULL_FACE) 5338 glFrontFace(mode = GL_CCW) 5339 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 5340 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5341 glDisable(cap = GL_BLEND) 5342 glDisable(cap = GL_DEPTH_TEST) 5343 glDepthMask(flag = GL_FALSE) 5344 glDepthFunc(func = GL_LESS) 5345 glDisable(cap = GL_STENCIL_TEST) 5346 glDisable(cap = GL_POLYGON_OFFSET_FILL) 5347 glUseProgram(program = 1) 5348 glViewport(x = 0, y = 0, width = 600, height = 450) 5349 glDepthRange(zNear = 0, zFar = 1) 5350 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 5351 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 5352 glEnableVertexAttribArray(index = 0) 5353 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 5354 glEnableVertexAttribArray(index = 1) 5355 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5356 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 5357 glUniform1i(location = 3, v0 = 0) 5358 glActiveTexture(texture = GL_TEXTURE1) 5359 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 5360 glUniform1i(location = 4, v0 = 1) 5361 glActiveTexture(texture = GL_TEXTURE0) 5362 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5363 glEnable(cap = GL_BLEND) 5364 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 5365 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 5366 glUseProgram(program = 5) 5367 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5368 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 5369 glUniform1i(location = 3, v0 = 1) 5370 glActiveTexture(texture = GL_TEXTURE1) 5371 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 5372 glUniform1i(location = 4, v0 = 1) 5373 glActiveTexture(texture = GL_TEXTURE0) 5374 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5375 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 5377 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 5378 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5379 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5380 glViewport(x = 0, y = 0, width = 600, height = 450) 5381 glUseProgram(program = 0) 5382 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 5383 glEnable(cap = GL_BLEND) 5384 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 5385 glClear(mask = GL_COLOR_BUFFER_BIT) 5386 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5389 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5390 glFlush() 5392 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 5393 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 5394 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 5395 glDisable(cap = GL_FRAMEBUFFER_SRGB) 5396 glDisable(cap = GL_SCISSOR_TEST) 5397 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5398 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 5399 glClear(mask = GL_COLOR_BUFFER_BIT) 5400 glDisable(cap = GL_SCISSOR_TEST) 5401 glDisable(cap = GL_CULL_FACE) 5402 glFrontFace(mode = GL_CCW) 5403 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 5404 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5405 glDisable(cap = GL_BLEND) 5406 glDisable(cap = GL_DEPTH_TEST) 5407 glDepthMask(flag = GL_FALSE) 5408 glDepthFunc(func = GL_LESS) 5409 glDisable(cap = GL_STENCIL_TEST) 5410 glDisable(cap = GL_POLYGON_OFFSET_FILL) 5411 glUseProgram(program = 1) 5412 glViewport(x = 0, y = 0, width = 600, height = 450) 5413 glDepthRange(zNear = 0, zFar = 1) 5414 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 5415 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 5416 glEnableVertexAttribArray(index = 0) 5417 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 5418 glEnableVertexAttribArray(index = 1) 5419 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5420 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 5421 glUniform1i(location = 3, v0 = 0) 5422 glActiveTexture(texture = GL_TEXTURE1) 5423 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 5424 glUniform1i(location = 4, v0 = 1) 5425 glActiveTexture(texture = GL_TEXTURE0) 5426 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5427 glEnable(cap = GL_BLEND) 5428 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 5429 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 5430 glUseProgram(program = 5) 5431 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5432 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 5433 glUniform1i(location = 3, v0 = 1) 5434 glActiveTexture(texture = GL_TEXTURE1) 5435 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 5436 glUniform1i(location = 4, v0 = 1) 5437 glActiveTexture(texture = GL_TEXTURE0) 5438 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5439 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 5441 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 5442 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5443 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5444 glViewport(x = 0, y = 0, width = 600, height = 450) 5445 glUseProgram(program = 0) 5446 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 5447 glEnable(cap = GL_BLEND) 5448 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 5449 glClear(mask = GL_COLOR_BUFFER_BIT) 5450 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5453 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5454 glFlush() 5456 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 5457 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 5458 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 5459 glDisable(cap = GL_FRAMEBUFFER_SRGB) 5460 glDisable(cap = GL_SCISSOR_TEST) 5461 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5462 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 5463 glClear(mask = GL_COLOR_BUFFER_BIT) 5464 glDisable(cap = GL_SCISSOR_TEST) 5465 glDisable(cap = GL_CULL_FACE) 5466 glFrontFace(mode = GL_CCW) 5467 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 5468 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5469 glDisable(cap = GL_BLEND) 5470 glDisable(cap = GL_DEPTH_TEST) 5471 glDepthMask(flag = GL_FALSE) 5472 glDepthFunc(func = GL_LESS) 5473 glDisable(cap = GL_STENCIL_TEST) 5474 glDisable(cap = GL_POLYGON_OFFSET_FILL) 5475 glUseProgram(program = 1) 5476 glViewport(x = 0, y = 0, width = 600, height = 450) 5477 glDepthRange(zNear = 0, zFar = 1) 5478 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 5479 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 5480 glEnableVertexAttribArray(index = 0) 5481 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 5482 glEnableVertexAttribArray(index = 1) 5483 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5484 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 5485 glUniform1i(location = 3, v0 = 0) 5486 glActiveTexture(texture = GL_TEXTURE1) 5487 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 5488 glUniform1i(location = 4, v0 = 1) 5489 glActiveTexture(texture = GL_TEXTURE0) 5490 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5491 glEnable(cap = GL_BLEND) 5492 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 5493 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 5494 glUseProgram(program = 5) 5495 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5496 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 5497 glUniform1i(location = 3, v0 = 1) 5498 glActiveTexture(texture = GL_TEXTURE1) 5499 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 5500 glUniform1i(location = 4, v0 = 1) 5501 glActiveTexture(texture = GL_TEXTURE0) 5502 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5503 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 5505 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 5506 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5507 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5508 glViewport(x = 0, y = 0, width = 600, height = 450) 5509 glUseProgram(program = 0) 5510 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 5511 glEnable(cap = GL_BLEND) 5512 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 5513 glClear(mask = GL_COLOR_BUFFER_BIT) 5514 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5517 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5518 glFlush() 5520 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 5521 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 5522 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 5523 glDisable(cap = GL_FRAMEBUFFER_SRGB) 5524 glDisable(cap = GL_SCISSOR_TEST) 5525 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5526 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 5527 glClear(mask = GL_COLOR_BUFFER_BIT) 5528 glDisable(cap = GL_SCISSOR_TEST) 5529 glDisable(cap = GL_CULL_FACE) 5530 glFrontFace(mode = GL_CCW) 5531 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 5532 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5533 glDisable(cap = GL_BLEND) 5534 glDisable(cap = GL_DEPTH_TEST) 5535 glDepthMask(flag = GL_FALSE) 5536 glDepthFunc(func = GL_LESS) 5537 glDisable(cap = GL_STENCIL_TEST) 5538 glDisable(cap = GL_POLYGON_OFFSET_FILL) 5539 glUseProgram(program = 1) 5540 glViewport(x = 0, y = 0, width = 600, height = 450) 5541 glDepthRange(zNear = 0, zFar = 1) 5542 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 5543 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 5544 glEnableVertexAttribArray(index = 0) 5545 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 5546 glEnableVertexAttribArray(index = 1) 5547 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5548 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 5549 glUniform1i(location = 3, v0 = 0) 5550 glActiveTexture(texture = GL_TEXTURE1) 5551 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 5552 glUniform1i(location = 4, v0 = 1) 5553 glActiveTexture(texture = GL_TEXTURE0) 5554 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5555 glEnable(cap = GL_BLEND) 5556 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 5557 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 5558 glUseProgram(program = 5) 5559 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5560 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 5561 glUniform1i(location = 3, v0 = 1) 5562 glActiveTexture(texture = GL_TEXTURE1) 5563 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 5564 glUniform1i(location = 4, v0 = 1) 5565 glActiveTexture(texture = GL_TEXTURE0) 5566 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5567 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 5569 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 5570 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5571 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5572 glViewport(x = 0, y = 0, width = 600, height = 450) 5573 glUseProgram(program = 0) 5574 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 5575 glEnable(cap = GL_BLEND) 5576 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 5577 glClear(mask = GL_COLOR_BUFFER_BIT) 5578 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5581 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5582 glFlush() 5584 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 5585 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 5586 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 5587 glDisable(cap = GL_FRAMEBUFFER_SRGB) 5588 glDisable(cap = GL_SCISSOR_TEST) 5589 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5590 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 5591 glClear(mask = GL_COLOR_BUFFER_BIT) 5592 glDisable(cap = GL_SCISSOR_TEST) 5593 glDisable(cap = GL_CULL_FACE) 5594 glFrontFace(mode = GL_CCW) 5595 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 5596 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5597 glDisable(cap = GL_BLEND) 5598 glDisable(cap = GL_DEPTH_TEST) 5599 glDepthMask(flag = GL_FALSE) 5600 glDepthFunc(func = GL_LESS) 5601 glDisable(cap = GL_STENCIL_TEST) 5602 glDisable(cap = GL_POLYGON_OFFSET_FILL) 5603 glUseProgram(program = 1) 5604 glViewport(x = 0, y = 0, width = 600, height = 450) 5605 glDepthRange(zNear = 0, zFar = 1) 5606 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 5607 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 5608 glEnableVertexAttribArray(index = 0) 5609 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 5610 glEnableVertexAttribArray(index = 1) 5611 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5612 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 5613 glUniform1i(location = 3, v0 = 0) 5614 glActiveTexture(texture = GL_TEXTURE1) 5615 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 5616 glUniform1i(location = 4, v0 = 1) 5617 glActiveTexture(texture = GL_TEXTURE0) 5618 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5619 glEnable(cap = GL_BLEND) 5620 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 5621 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 5622 glUseProgram(program = 5) 5623 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5624 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 5625 glUniform1i(location = 3, v0 = 1) 5626 glActiveTexture(texture = GL_TEXTURE1) 5627 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 5628 glUniform1i(location = 4, v0 = 1) 5629 glActiveTexture(texture = GL_TEXTURE0) 5630 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5631 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 5633 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 5634 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5635 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5636 glViewport(x = 0, y = 0, width = 600, height = 450) 5637 glUseProgram(program = 0) 5638 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 5639 glEnable(cap = GL_BLEND) 5640 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 5641 glClear(mask = GL_COLOR_BUFFER_BIT) 5642 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5645 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5646 glFlush() 5648 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 5649 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 5650 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 5651 glDisable(cap = GL_FRAMEBUFFER_SRGB) 5652 glDisable(cap = GL_SCISSOR_TEST) 5653 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5654 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 5655 glClear(mask = GL_COLOR_BUFFER_BIT) 5656 glDisable(cap = GL_SCISSOR_TEST) 5657 glDisable(cap = GL_CULL_FACE) 5658 glFrontFace(mode = GL_CCW) 5659 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 5660 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5661 glDisable(cap = GL_BLEND) 5662 glDisable(cap = GL_DEPTH_TEST) 5663 glDepthMask(flag = GL_FALSE) 5664 glDepthFunc(func = GL_LESS) 5665 glDisable(cap = GL_STENCIL_TEST) 5666 glDisable(cap = GL_POLYGON_OFFSET_FILL) 5667 glUseProgram(program = 1) 5668 glViewport(x = 0, y = 0, width = 600, height = 450) 5669 glDepthRange(zNear = 0, zFar = 1) 5670 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 5671 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 5672 glEnableVertexAttribArray(index = 0) 5673 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 5674 glEnableVertexAttribArray(index = 1) 5675 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5676 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 5677 glUniform1i(location = 3, v0 = 0) 5678 glActiveTexture(texture = GL_TEXTURE1) 5679 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 5680 glUniform1i(location = 4, v0 = 1) 5681 glActiveTexture(texture = GL_TEXTURE0) 5682 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5683 glEnable(cap = GL_BLEND) 5684 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 5685 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 5686 glUseProgram(program = 5) 5687 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5688 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 5689 glUniform1i(location = 3, v0 = 1) 5690 glActiveTexture(texture = GL_TEXTURE1) 5691 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 5692 glUniform1i(location = 4, v0 = 1) 5693 glActiveTexture(texture = GL_TEXTURE0) 5694 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5695 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 5697 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 5698 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5699 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5700 glViewport(x = 0, y = 0, width = 600, height = 450) 5701 glUseProgram(program = 0) 5702 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 5703 glEnable(cap = GL_BLEND) 5704 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 5705 glClear(mask = GL_COLOR_BUFFER_BIT) 5706 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5709 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5710 glFlush() 5712 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 5713 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 5714 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 5715 glDisable(cap = GL_FRAMEBUFFER_SRGB) 5716 glDisable(cap = GL_SCISSOR_TEST) 5717 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5718 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 5719 glClear(mask = GL_COLOR_BUFFER_BIT) 5720 glDisable(cap = GL_SCISSOR_TEST) 5721 glDisable(cap = GL_CULL_FACE) 5722 glFrontFace(mode = GL_CCW) 5723 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 5724 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5725 glDisable(cap = GL_BLEND) 5726 glDisable(cap = GL_DEPTH_TEST) 5727 glDepthMask(flag = GL_FALSE) 5728 glDepthFunc(func = GL_LESS) 5729 glDisable(cap = GL_STENCIL_TEST) 5730 glDisable(cap = GL_POLYGON_OFFSET_FILL) 5731 glUseProgram(program = 1) 5732 glViewport(x = 0, y = 0, width = 600, height = 450) 5733 glDepthRange(zNear = 0, zFar = 1) 5734 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 5735 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 5736 glEnableVertexAttribArray(index = 0) 5737 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 5738 glEnableVertexAttribArray(index = 1) 5739 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5740 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 5741 glUniform1i(location = 3, v0 = 0) 5742 glActiveTexture(texture = GL_TEXTURE1) 5743 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 5744 glUniform1i(location = 4, v0 = 1) 5745 glActiveTexture(texture = GL_TEXTURE0) 5746 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5747 glEnable(cap = GL_BLEND) 5748 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 5749 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 5750 glUseProgram(program = 5) 5751 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5752 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 5753 glUniform1i(location = 3, v0 = 1) 5754 glActiveTexture(texture = GL_TEXTURE1) 5755 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 5756 glUniform1i(location = 4, v0 = 1) 5757 glActiveTexture(texture = GL_TEXTURE0) 5758 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5759 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 5761 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 5762 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5763 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5764 glViewport(x = 0, y = 0, width = 600, height = 450) 5765 glUseProgram(program = 0) 5766 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 5767 glEnable(cap = GL_BLEND) 5768 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 5769 glClear(mask = GL_COLOR_BUFFER_BIT) 5770 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5773 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5774 glFlush() 5776 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 5777 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 5778 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 5779 glDisable(cap = GL_FRAMEBUFFER_SRGB) 5780 glDisable(cap = GL_SCISSOR_TEST) 5781 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5782 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 5783 glClear(mask = GL_COLOR_BUFFER_BIT) 5784 glDisable(cap = GL_SCISSOR_TEST) 5785 glDisable(cap = GL_CULL_FACE) 5786 glFrontFace(mode = GL_CCW) 5787 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 5788 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5789 glDisable(cap = GL_BLEND) 5790 glDisable(cap = GL_DEPTH_TEST) 5791 glDepthMask(flag = GL_FALSE) 5792 glDepthFunc(func = GL_LESS) 5793 glDisable(cap = GL_STENCIL_TEST) 5794 glDisable(cap = GL_POLYGON_OFFSET_FILL) 5795 glUseProgram(program = 1) 5796 glViewport(x = 0, y = 0, width = 600, height = 450) 5797 glDepthRange(zNear = 0, zFar = 1) 5798 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 5799 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 5800 glEnableVertexAttribArray(index = 0) 5801 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 5802 glEnableVertexAttribArray(index = 1) 5803 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5804 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 5805 glUniform1i(location = 3, v0 = 0) 5806 glActiveTexture(texture = GL_TEXTURE1) 5807 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 5808 glUniform1i(location = 4, v0 = 1) 5809 glActiveTexture(texture = GL_TEXTURE0) 5810 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5811 glEnable(cap = GL_BLEND) 5812 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 5813 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 5814 glUseProgram(program = 5) 5815 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5816 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 5817 glUniform1i(location = 3, v0 = 1) 5818 glActiveTexture(texture = GL_TEXTURE1) 5819 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 5820 glUniform1i(location = 4, v0 = 1) 5821 glActiveTexture(texture = GL_TEXTURE0) 5822 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5823 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 5825 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 5826 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5827 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5828 glViewport(x = 0, y = 0, width = 600, height = 450) 5829 glUseProgram(program = 0) 5830 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 5831 glEnable(cap = GL_BLEND) 5832 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 5833 glClear(mask = GL_COLOR_BUFFER_BIT) 5834 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5837 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5838 glFlush() 5840 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 5841 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 5842 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 5843 glDisable(cap = GL_FRAMEBUFFER_SRGB) 5844 glDisable(cap = GL_SCISSOR_TEST) 5845 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5846 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 5847 glClear(mask = GL_COLOR_BUFFER_BIT) 5848 glDisable(cap = GL_SCISSOR_TEST) 5849 glDisable(cap = GL_CULL_FACE) 5850 glFrontFace(mode = GL_CCW) 5851 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 5852 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5853 glDisable(cap = GL_BLEND) 5854 glDisable(cap = GL_DEPTH_TEST) 5855 glDepthMask(flag = GL_FALSE) 5856 glDepthFunc(func = GL_LESS) 5857 glDisable(cap = GL_STENCIL_TEST) 5858 glDisable(cap = GL_POLYGON_OFFSET_FILL) 5859 glUseProgram(program = 1) 5860 glViewport(x = 0, y = 0, width = 600, height = 450) 5861 glDepthRange(zNear = 0, zFar = 1) 5862 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 5863 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 5864 glEnableVertexAttribArray(index = 0) 5865 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 5866 glEnableVertexAttribArray(index = 1) 5867 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5868 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 5869 glUniform1i(location = 3, v0 = 0) 5870 glActiveTexture(texture = GL_TEXTURE1) 5871 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 5872 glUniform1i(location = 4, v0 = 1) 5873 glActiveTexture(texture = GL_TEXTURE0) 5874 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5875 glEnable(cap = GL_BLEND) 5876 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 5877 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 5878 glUseProgram(program = 5) 5879 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5880 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 5881 glUniform1i(location = 3, v0 = 1) 5882 glActiveTexture(texture = GL_TEXTURE1) 5883 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 5884 glUniform1i(location = 4, v0 = 1) 5885 glActiveTexture(texture = GL_TEXTURE0) 5886 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5887 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 5889 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 5890 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5891 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5892 glViewport(x = 0, y = 0, width = 600, height = 450) 5893 glUseProgram(program = 0) 5894 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 5895 glEnable(cap = GL_BLEND) 5896 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 5897 glClear(mask = GL_COLOR_BUFFER_BIT) 5898 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5901 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5902 glFlush() 5904 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 5905 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 5906 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 5907 glDisable(cap = GL_FRAMEBUFFER_SRGB) 5908 glDisable(cap = GL_SCISSOR_TEST) 5909 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5910 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 5911 glClear(mask = GL_COLOR_BUFFER_BIT) 5912 glDisable(cap = GL_SCISSOR_TEST) 5913 glDisable(cap = GL_CULL_FACE) 5914 glFrontFace(mode = GL_CCW) 5915 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 5916 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5917 glDisable(cap = GL_BLEND) 5918 glDisable(cap = GL_DEPTH_TEST) 5919 glDepthMask(flag = GL_FALSE) 5920 glDepthFunc(func = GL_LESS) 5921 glDisable(cap = GL_STENCIL_TEST) 5922 glDisable(cap = GL_POLYGON_OFFSET_FILL) 5923 glUseProgram(program = 1) 5924 glViewport(x = 0, y = 0, width = 600, height = 450) 5925 glDepthRange(zNear = 0, zFar = 1) 5926 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 5927 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 5928 glEnableVertexAttribArray(index = 0) 5929 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 5930 glEnableVertexAttribArray(index = 1) 5931 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5932 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 5933 glUniform1i(location = 3, v0 = 0) 5934 glActiveTexture(texture = GL_TEXTURE1) 5935 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 5936 glUniform1i(location = 4, v0 = 1) 5937 glActiveTexture(texture = GL_TEXTURE0) 5938 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5939 glEnable(cap = GL_BLEND) 5940 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 5941 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 5942 glUseProgram(program = 5) 5943 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5944 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 5945 glUniform1i(location = 3, v0 = 1) 5946 glActiveTexture(texture = GL_TEXTURE1) 5947 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 5948 glUniform1i(location = 4, v0 = 1) 5949 glActiveTexture(texture = GL_TEXTURE0) 5950 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 5951 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 5953 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 5954 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5955 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5956 glViewport(x = 0, y = 0, width = 600, height = 450) 5957 glUseProgram(program = 0) 5958 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 5959 glEnable(cap = GL_BLEND) 5960 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 5961 glClear(mask = GL_COLOR_BUFFER_BIT) 5962 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 5965 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 5966 glFlush() 5968 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 5969 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 5970 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 5971 glDisable(cap = GL_FRAMEBUFFER_SRGB) 5972 glDisable(cap = GL_SCISSOR_TEST) 5973 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5974 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 5975 glClear(mask = GL_COLOR_BUFFER_BIT) 5976 glDisable(cap = GL_SCISSOR_TEST) 5977 glDisable(cap = GL_CULL_FACE) 5978 glFrontFace(mode = GL_CCW) 5979 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 5980 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 5981 glDisable(cap = GL_BLEND) 5982 glDisable(cap = GL_DEPTH_TEST) 5983 glDepthMask(flag = GL_FALSE) 5984 glDepthFunc(func = GL_LESS) 5985 glDisable(cap = GL_STENCIL_TEST) 5986 glDisable(cap = GL_POLYGON_OFFSET_FILL) 5987 glUseProgram(program = 1) 5988 glViewport(x = 0, y = 0, width = 600, height = 450) 5989 glDepthRange(zNear = 0, zFar = 1) 5990 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 5991 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 5992 glEnableVertexAttribArray(index = 0) 5993 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 5994 glEnableVertexAttribArray(index = 1) 5995 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 5996 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 5997 glUniform1i(location = 3, v0 = 0) 5998 glActiveTexture(texture = GL_TEXTURE1) 5999 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 6000 glUniform1i(location = 4, v0 = 1) 6001 glActiveTexture(texture = GL_TEXTURE0) 6002 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6003 glEnable(cap = GL_BLEND) 6004 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 6005 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 6006 glUseProgram(program = 5) 6007 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6008 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 6009 glUniform1i(location = 3, v0 = 1) 6010 glActiveTexture(texture = GL_TEXTURE1) 6011 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 6012 glUniform1i(location = 4, v0 = 1) 6013 glActiveTexture(texture = GL_TEXTURE0) 6014 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6015 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 6017 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 6018 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6019 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6020 glViewport(x = 0, y = 0, width = 600, height = 450) 6021 glUseProgram(program = 0) 6022 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 6023 glEnable(cap = GL_BLEND) 6024 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 6025 glClear(mask = GL_COLOR_BUFFER_BIT) 6026 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6029 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6030 glFlush() 6032 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 6033 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 6034 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 6035 glDisable(cap = GL_FRAMEBUFFER_SRGB) 6036 glDisable(cap = GL_SCISSOR_TEST) 6037 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6038 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 6039 glClear(mask = GL_COLOR_BUFFER_BIT) 6040 glDisable(cap = GL_SCISSOR_TEST) 6041 glDisable(cap = GL_CULL_FACE) 6042 glFrontFace(mode = GL_CCW) 6043 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 6044 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6045 glDisable(cap = GL_BLEND) 6046 glDisable(cap = GL_DEPTH_TEST) 6047 glDepthMask(flag = GL_FALSE) 6048 glDepthFunc(func = GL_LESS) 6049 glDisable(cap = GL_STENCIL_TEST) 6050 glDisable(cap = GL_POLYGON_OFFSET_FILL) 6051 glUseProgram(program = 1) 6052 glViewport(x = 0, y = 0, width = 600, height = 450) 6053 glDepthRange(zNear = 0, zFar = 1) 6054 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 6055 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 6056 glEnableVertexAttribArray(index = 0) 6057 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 6058 glEnableVertexAttribArray(index = 1) 6059 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6060 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 6061 glUniform1i(location = 3, v0 = 0) 6062 glActiveTexture(texture = GL_TEXTURE1) 6063 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 6064 glUniform1i(location = 4, v0 = 1) 6065 glActiveTexture(texture = GL_TEXTURE0) 6066 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6067 glEnable(cap = GL_BLEND) 6068 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 6069 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 6070 glUseProgram(program = 5) 6071 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6072 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 6073 glUniform1i(location = 3, v0 = 1) 6074 glActiveTexture(texture = GL_TEXTURE1) 6075 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 6076 glUniform1i(location = 4, v0 = 1) 6077 glActiveTexture(texture = GL_TEXTURE0) 6078 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6079 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 6081 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 6082 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6083 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6084 glViewport(x = 0, y = 0, width = 600, height = 450) 6085 glUseProgram(program = 0) 6086 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 6087 glEnable(cap = GL_BLEND) 6088 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 6089 glClear(mask = GL_COLOR_BUFFER_BIT) 6090 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6093 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6094 glFlush() 6096 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 6097 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 6098 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 6099 glDisable(cap = GL_FRAMEBUFFER_SRGB) 6100 glDisable(cap = GL_SCISSOR_TEST) 6101 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6102 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 6103 glClear(mask = GL_COLOR_BUFFER_BIT) 6104 glDisable(cap = GL_SCISSOR_TEST) 6105 glDisable(cap = GL_CULL_FACE) 6106 glFrontFace(mode = GL_CCW) 6107 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 6108 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6109 glDisable(cap = GL_BLEND) 6110 glDisable(cap = GL_DEPTH_TEST) 6111 glDepthMask(flag = GL_FALSE) 6112 glDepthFunc(func = GL_LESS) 6113 glDisable(cap = GL_STENCIL_TEST) 6114 glDisable(cap = GL_POLYGON_OFFSET_FILL) 6115 glUseProgram(program = 1) 6116 glViewport(x = 0, y = 0, width = 600, height = 450) 6117 glDepthRange(zNear = 0, zFar = 1) 6118 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 6119 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 6120 glEnableVertexAttribArray(index = 0) 6121 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 6122 glEnableVertexAttribArray(index = 1) 6123 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6124 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 6125 glUniform1i(location = 3, v0 = 0) 6126 glActiveTexture(texture = GL_TEXTURE1) 6127 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 6128 glUniform1i(location = 4, v0 = 1) 6129 glActiveTexture(texture = GL_TEXTURE0) 6130 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6131 glEnable(cap = GL_BLEND) 6132 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 6133 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 6134 glUseProgram(program = 5) 6135 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6136 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 6137 glUniform1i(location = 3, v0 = 1) 6138 glActiveTexture(texture = GL_TEXTURE1) 6139 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 6140 glUniform1i(location = 4, v0 = 1) 6141 glActiveTexture(texture = GL_TEXTURE0) 6142 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6143 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 6145 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 6146 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6147 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6148 glViewport(x = 0, y = 0, width = 600, height = 450) 6149 glUseProgram(program = 0) 6150 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 6151 glEnable(cap = GL_BLEND) 6152 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 6153 glClear(mask = GL_COLOR_BUFFER_BIT) 6154 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6157 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6158 glFlush() 6160 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 6161 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 6162 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 6163 glDisable(cap = GL_FRAMEBUFFER_SRGB) 6164 glDisable(cap = GL_SCISSOR_TEST) 6165 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6166 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 6167 glClear(mask = GL_COLOR_BUFFER_BIT) 6168 glDisable(cap = GL_SCISSOR_TEST) 6169 glDisable(cap = GL_CULL_FACE) 6170 glFrontFace(mode = GL_CCW) 6171 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 6172 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6173 glDisable(cap = GL_BLEND) 6174 glDisable(cap = GL_DEPTH_TEST) 6175 glDepthMask(flag = GL_FALSE) 6176 glDepthFunc(func = GL_LESS) 6177 glDisable(cap = GL_STENCIL_TEST) 6178 glDisable(cap = GL_POLYGON_OFFSET_FILL) 6179 glUseProgram(program = 1) 6180 glViewport(x = 0, y = 0, width = 600, height = 450) 6181 glDepthRange(zNear = 0, zFar = 1) 6182 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 6183 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 6184 glEnableVertexAttribArray(index = 0) 6185 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 6186 glEnableVertexAttribArray(index = 1) 6187 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6188 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 6189 glUniform1i(location = 3, v0 = 0) 6190 glActiveTexture(texture = GL_TEXTURE1) 6191 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 6192 glUniform1i(location = 4, v0 = 1) 6193 glActiveTexture(texture = GL_TEXTURE0) 6194 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6195 glEnable(cap = GL_BLEND) 6196 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 6197 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 6198 glUseProgram(program = 5) 6199 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6200 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 6201 glUniform1i(location = 3, v0 = 1) 6202 glActiveTexture(texture = GL_TEXTURE1) 6203 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 6204 glUniform1i(location = 4, v0 = 1) 6205 glActiveTexture(texture = GL_TEXTURE0) 6206 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6207 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 6209 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 6210 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6211 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6212 glViewport(x = 0, y = 0, width = 600, height = 450) 6213 glUseProgram(program = 0) 6214 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 6215 glEnable(cap = GL_BLEND) 6216 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 6217 glClear(mask = GL_COLOR_BUFFER_BIT) 6218 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6221 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6222 glFlush() 6224 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 6225 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 6226 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 6227 glDisable(cap = GL_FRAMEBUFFER_SRGB) 6228 glDisable(cap = GL_SCISSOR_TEST) 6229 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6230 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 6231 glClear(mask = GL_COLOR_BUFFER_BIT) 6232 glDisable(cap = GL_SCISSOR_TEST) 6233 glDisable(cap = GL_CULL_FACE) 6234 glFrontFace(mode = GL_CCW) 6235 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 6236 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6237 glDisable(cap = GL_BLEND) 6238 glDisable(cap = GL_DEPTH_TEST) 6239 glDepthMask(flag = GL_FALSE) 6240 glDepthFunc(func = GL_LESS) 6241 glDisable(cap = GL_STENCIL_TEST) 6242 glDisable(cap = GL_POLYGON_OFFSET_FILL) 6243 glUseProgram(program = 1) 6244 glViewport(x = 0, y = 0, width = 600, height = 450) 6245 glDepthRange(zNear = 0, zFar = 1) 6246 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 6247 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 6248 glEnableVertexAttribArray(index = 0) 6249 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 6250 glEnableVertexAttribArray(index = 1) 6251 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6252 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 6253 glUniform1i(location = 3, v0 = 0) 6254 glActiveTexture(texture = GL_TEXTURE1) 6255 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 6256 glUniform1i(location = 4, v0 = 1) 6257 glActiveTexture(texture = GL_TEXTURE0) 6258 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6259 glEnable(cap = GL_BLEND) 6260 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 6261 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 6262 glUseProgram(program = 5) 6263 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6264 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 6265 glUniform1i(location = 3, v0 = 1) 6266 glActiveTexture(texture = GL_TEXTURE1) 6267 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 6268 glUniform1i(location = 4, v0 = 1) 6269 glActiveTexture(texture = GL_TEXTURE0) 6270 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6271 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 6273 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 6274 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6275 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6276 glViewport(x = 0, y = 0, width = 600, height = 450) 6277 glUseProgram(program = 0) 6278 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 6279 glEnable(cap = GL_BLEND) 6280 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 6281 glClear(mask = GL_COLOR_BUFFER_BIT) 6282 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6285 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6286 glFlush() 6288 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 6289 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 6290 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 6291 glDisable(cap = GL_FRAMEBUFFER_SRGB) 6292 glDisable(cap = GL_SCISSOR_TEST) 6293 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6294 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 6295 glClear(mask = GL_COLOR_BUFFER_BIT) 6296 glDisable(cap = GL_SCISSOR_TEST) 6297 glDisable(cap = GL_CULL_FACE) 6298 glFrontFace(mode = GL_CCW) 6299 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 6300 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6301 glDisable(cap = GL_BLEND) 6302 glDisable(cap = GL_DEPTH_TEST) 6303 glDepthMask(flag = GL_FALSE) 6304 glDepthFunc(func = GL_LESS) 6305 glDisable(cap = GL_STENCIL_TEST) 6306 glDisable(cap = GL_POLYGON_OFFSET_FILL) 6307 glUseProgram(program = 1) 6308 glViewport(x = 0, y = 0, width = 600, height = 450) 6309 glDepthRange(zNear = 0, zFar = 1) 6310 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 6311 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 6312 glEnableVertexAttribArray(index = 0) 6313 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 6314 glEnableVertexAttribArray(index = 1) 6315 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6316 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 6317 glUniform1i(location = 3, v0 = 0) 6318 glActiveTexture(texture = GL_TEXTURE1) 6319 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 6320 glUniform1i(location = 4, v0 = 1) 6321 glActiveTexture(texture = GL_TEXTURE0) 6322 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6323 glEnable(cap = GL_BLEND) 6324 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 6325 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 6326 glUseProgram(program = 5) 6327 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6328 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 6329 glUniform1i(location = 3, v0 = 1) 6330 glActiveTexture(texture = GL_TEXTURE1) 6331 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 6332 glUniform1i(location = 4, v0 = 1) 6333 glActiveTexture(texture = GL_TEXTURE0) 6334 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6335 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 6337 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 6338 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6339 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6340 glViewport(x = 0, y = 0, width = 600, height = 450) 6341 glUseProgram(program = 0) 6342 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 6343 glEnable(cap = GL_BLEND) 6344 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 6345 glClear(mask = GL_COLOR_BUFFER_BIT) 6346 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6349 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6350 glFlush() 6352 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 6353 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 6354 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 6355 glDisable(cap = GL_FRAMEBUFFER_SRGB) 6356 glDisable(cap = GL_SCISSOR_TEST) 6357 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6358 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 6359 glClear(mask = GL_COLOR_BUFFER_BIT) 6360 glDisable(cap = GL_SCISSOR_TEST) 6361 glDisable(cap = GL_CULL_FACE) 6362 glFrontFace(mode = GL_CCW) 6363 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 6364 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6365 glDisable(cap = GL_BLEND) 6366 glDisable(cap = GL_DEPTH_TEST) 6367 glDepthMask(flag = GL_FALSE) 6368 glDepthFunc(func = GL_LESS) 6369 glDisable(cap = GL_STENCIL_TEST) 6370 glDisable(cap = GL_POLYGON_OFFSET_FILL) 6371 glUseProgram(program = 1) 6372 glViewport(x = 0, y = 0, width = 600, height = 450) 6373 glDepthRange(zNear = 0, zFar = 1) 6374 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 6375 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 6376 glEnableVertexAttribArray(index = 0) 6377 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 6378 glEnableVertexAttribArray(index = 1) 6379 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6380 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 6381 glUniform1i(location = 3, v0 = 0) 6382 glActiveTexture(texture = GL_TEXTURE1) 6383 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 6384 glUniform1i(location = 4, v0 = 1) 6385 glActiveTexture(texture = GL_TEXTURE0) 6386 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6387 glEnable(cap = GL_BLEND) 6388 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 6389 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 6390 glUseProgram(program = 5) 6391 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6392 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 6393 glUniform1i(location = 3, v0 = 1) 6394 glActiveTexture(texture = GL_TEXTURE1) 6395 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 6396 glUniform1i(location = 4, v0 = 1) 6397 glActiveTexture(texture = GL_TEXTURE0) 6398 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6399 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 6401 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 6402 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6403 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6404 glViewport(x = 0, y = 0, width = 600, height = 450) 6405 glUseProgram(program = 0) 6406 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 6407 glEnable(cap = GL_BLEND) 6408 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 6409 glClear(mask = GL_COLOR_BUFFER_BIT) 6410 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6413 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6414 glFlush() 6416 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 6417 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 6418 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 6419 glDisable(cap = GL_FRAMEBUFFER_SRGB) 6420 glDisable(cap = GL_SCISSOR_TEST) 6421 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6422 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 6423 glClear(mask = GL_COLOR_BUFFER_BIT) 6424 glDisable(cap = GL_SCISSOR_TEST) 6425 glDisable(cap = GL_CULL_FACE) 6426 glFrontFace(mode = GL_CCW) 6427 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 6428 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6429 glDisable(cap = GL_BLEND) 6430 glDisable(cap = GL_DEPTH_TEST) 6431 glDepthMask(flag = GL_FALSE) 6432 glDepthFunc(func = GL_LESS) 6433 glDisable(cap = GL_STENCIL_TEST) 6434 glDisable(cap = GL_POLYGON_OFFSET_FILL) 6435 glUseProgram(program = 1) 6436 glViewport(x = 0, y = 0, width = 600, height = 450) 6437 glDepthRange(zNear = 0, zFar = 1) 6438 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 6439 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 6440 glEnableVertexAttribArray(index = 0) 6441 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 6442 glEnableVertexAttribArray(index = 1) 6443 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6444 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 6445 glUniform1i(location = 3, v0 = 0) 6446 glActiveTexture(texture = GL_TEXTURE1) 6447 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 6448 glUniform1i(location = 4, v0 = 1) 6449 glActiveTexture(texture = GL_TEXTURE0) 6450 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6451 glEnable(cap = GL_BLEND) 6452 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 6453 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 6454 glUseProgram(program = 5) 6455 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6456 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 6457 glUniform1i(location = 3, v0 = 1) 6458 glActiveTexture(texture = GL_TEXTURE1) 6459 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 6460 glUniform1i(location = 4, v0 = 1) 6461 glActiveTexture(texture = GL_TEXTURE0) 6462 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6463 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 6465 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 6466 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6467 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6468 glViewport(x = 0, y = 0, width = 600, height = 450) 6469 glUseProgram(program = 0) 6470 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 6471 glEnable(cap = GL_BLEND) 6472 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 6473 glClear(mask = GL_COLOR_BUFFER_BIT) 6474 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6477 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6478 glFlush() 6480 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 6481 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 6482 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 6483 glDisable(cap = GL_FRAMEBUFFER_SRGB) 6484 glDisable(cap = GL_SCISSOR_TEST) 6485 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6486 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 6487 glClear(mask = GL_COLOR_BUFFER_BIT) 6488 glDisable(cap = GL_SCISSOR_TEST) 6489 glDisable(cap = GL_CULL_FACE) 6490 glFrontFace(mode = GL_CCW) 6491 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 6492 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6493 glDisable(cap = GL_BLEND) 6494 glDisable(cap = GL_DEPTH_TEST) 6495 glDepthMask(flag = GL_FALSE) 6496 glDepthFunc(func = GL_LESS) 6497 glDisable(cap = GL_STENCIL_TEST) 6498 glDisable(cap = GL_POLYGON_OFFSET_FILL) 6499 glUseProgram(program = 1) 6500 glViewport(x = 0, y = 0, width = 600, height = 450) 6501 glDepthRange(zNear = 0, zFar = 1) 6502 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 6503 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 6504 glEnableVertexAttribArray(index = 0) 6505 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 6506 glEnableVertexAttribArray(index = 1) 6507 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6508 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 6509 glUniform1i(location = 3, v0 = 0) 6510 glActiveTexture(texture = GL_TEXTURE1) 6511 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 6512 glUniform1i(location = 4, v0 = 1) 6513 glActiveTexture(texture = GL_TEXTURE0) 6514 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6515 glEnable(cap = GL_BLEND) 6516 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 6517 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 6518 glUseProgram(program = 5) 6519 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6520 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 6521 glUniform1i(location = 3, v0 = 1) 6522 glActiveTexture(texture = GL_TEXTURE1) 6523 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 6524 glUniform1i(location = 4, v0 = 1) 6525 glActiveTexture(texture = GL_TEXTURE0) 6526 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6527 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 6529 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 6530 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6531 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6532 glViewport(x = 0, y = 0, width = 600, height = 450) 6533 glUseProgram(program = 0) 6534 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 6535 glEnable(cap = GL_BLEND) 6536 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 6537 glClear(mask = GL_COLOR_BUFFER_BIT) 6538 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6541 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6542 glFlush() 6544 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 6545 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 6546 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 6547 glDisable(cap = GL_FRAMEBUFFER_SRGB) 6548 glDisable(cap = GL_SCISSOR_TEST) 6549 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6550 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 6551 glClear(mask = GL_COLOR_BUFFER_BIT) 6552 glDisable(cap = GL_SCISSOR_TEST) 6553 glDisable(cap = GL_CULL_FACE) 6554 glFrontFace(mode = GL_CCW) 6555 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 6556 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6557 glDisable(cap = GL_BLEND) 6558 glDisable(cap = GL_DEPTH_TEST) 6559 glDepthMask(flag = GL_FALSE) 6560 glDepthFunc(func = GL_LESS) 6561 glDisable(cap = GL_STENCIL_TEST) 6562 glDisable(cap = GL_POLYGON_OFFSET_FILL) 6563 glUseProgram(program = 1) 6564 glViewport(x = 0, y = 0, width = 600, height = 450) 6565 glDepthRange(zNear = 0, zFar = 1) 6566 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 6567 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 6568 glEnableVertexAttribArray(index = 0) 6569 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 6570 glEnableVertexAttribArray(index = 1) 6571 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6572 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 6573 glUniform1i(location = 3, v0 = 0) 6574 glActiveTexture(texture = GL_TEXTURE1) 6575 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 6576 glUniform1i(location = 4, v0 = 1) 6577 glActiveTexture(texture = GL_TEXTURE0) 6578 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6579 glEnable(cap = GL_BLEND) 6580 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 6581 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 6582 glUseProgram(program = 5) 6583 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6584 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 6585 glUniform1i(location = 3, v0 = 1) 6586 glActiveTexture(texture = GL_TEXTURE1) 6587 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 6588 glUniform1i(location = 4, v0 = 1) 6589 glActiveTexture(texture = GL_TEXTURE0) 6590 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6591 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 6593 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 6594 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6595 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6596 glViewport(x = 0, y = 0, width = 600, height = 450) 6597 glUseProgram(program = 0) 6598 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 6599 glEnable(cap = GL_BLEND) 6600 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 6601 glClear(mask = GL_COLOR_BUFFER_BIT) 6602 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6605 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6606 glFlush() 6608 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 6609 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 6610 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 6611 glDisable(cap = GL_FRAMEBUFFER_SRGB) 6612 glDisable(cap = GL_SCISSOR_TEST) 6613 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6614 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 6615 glClear(mask = GL_COLOR_BUFFER_BIT) 6616 glDisable(cap = GL_SCISSOR_TEST) 6617 glDisable(cap = GL_CULL_FACE) 6618 glFrontFace(mode = GL_CCW) 6619 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 6620 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6621 glDisable(cap = GL_BLEND) 6622 glDisable(cap = GL_DEPTH_TEST) 6623 glDepthMask(flag = GL_FALSE) 6624 glDepthFunc(func = GL_LESS) 6625 glDisable(cap = GL_STENCIL_TEST) 6626 glDisable(cap = GL_POLYGON_OFFSET_FILL) 6627 glUseProgram(program = 1) 6628 glViewport(x = 0, y = 0, width = 600, height = 450) 6629 glDepthRange(zNear = 0, zFar = 1) 6630 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 6631 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 6632 glEnableVertexAttribArray(index = 0) 6633 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 6634 glEnableVertexAttribArray(index = 1) 6635 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6636 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 6637 glUniform1i(location = 3, v0 = 0) 6638 glActiveTexture(texture = GL_TEXTURE1) 6639 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 6640 glUniform1i(location = 4, v0 = 1) 6641 glActiveTexture(texture = GL_TEXTURE0) 6642 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6643 glEnable(cap = GL_BLEND) 6644 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 6645 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 6646 glUseProgram(program = 5) 6647 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6648 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 6649 glUniform1i(location = 3, v0 = 1) 6650 glActiveTexture(texture = GL_TEXTURE1) 6651 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 6652 glUniform1i(location = 4, v0 = 1) 6653 glActiveTexture(texture = GL_TEXTURE0) 6654 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6655 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 6657 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 6658 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6659 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6660 glViewport(x = 0, y = 0, width = 600, height = 450) 6661 glUseProgram(program = 0) 6662 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 6663 glEnable(cap = GL_BLEND) 6664 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 6665 glClear(mask = GL_COLOR_BUFFER_BIT) 6666 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6669 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6670 glFlush() 6672 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 6673 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 6674 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 6675 glDisable(cap = GL_FRAMEBUFFER_SRGB) 6676 glDisable(cap = GL_SCISSOR_TEST) 6677 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6678 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 6679 glClear(mask = GL_COLOR_BUFFER_BIT) 6680 glDisable(cap = GL_SCISSOR_TEST) 6681 glDisable(cap = GL_CULL_FACE) 6682 glFrontFace(mode = GL_CCW) 6683 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 6684 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6685 glDisable(cap = GL_BLEND) 6686 glDisable(cap = GL_DEPTH_TEST) 6687 glDepthMask(flag = GL_FALSE) 6688 glDepthFunc(func = GL_LESS) 6689 glDisable(cap = GL_STENCIL_TEST) 6690 glDisable(cap = GL_POLYGON_OFFSET_FILL) 6691 glUseProgram(program = 1) 6692 glViewport(x = 0, y = 0, width = 600, height = 450) 6693 glDepthRange(zNear = 0, zFar = 1) 6694 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 6695 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 6696 glEnableVertexAttribArray(index = 0) 6697 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 6698 glEnableVertexAttribArray(index = 1) 6699 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6700 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 6701 glUniform1i(location = 3, v0 = 0) 6702 glActiveTexture(texture = GL_TEXTURE1) 6703 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 6704 glUniform1i(location = 4, v0 = 1) 6705 glActiveTexture(texture = GL_TEXTURE0) 6706 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6707 glEnable(cap = GL_BLEND) 6708 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 6709 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 6710 glUseProgram(program = 5) 6711 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6712 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 6713 glUniform1i(location = 3, v0 = 1) 6714 glActiveTexture(texture = GL_TEXTURE1) 6715 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 6716 glUniform1i(location = 4, v0 = 1) 6717 glActiveTexture(texture = GL_TEXTURE0) 6718 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6719 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 6721 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 6722 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6723 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6724 glViewport(x = 0, y = 0, width = 600, height = 450) 6725 glUseProgram(program = 0) 6726 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 6727 glEnable(cap = GL_BLEND) 6728 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 6729 glClear(mask = GL_COLOR_BUFFER_BIT) 6730 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6733 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6734 glFlush() 6736 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 6737 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 6738 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 6739 glDisable(cap = GL_FRAMEBUFFER_SRGB) 6740 glDisable(cap = GL_SCISSOR_TEST) 6741 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6742 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 6743 glClear(mask = GL_COLOR_BUFFER_BIT) 6744 glDisable(cap = GL_SCISSOR_TEST) 6745 glDisable(cap = GL_CULL_FACE) 6746 glFrontFace(mode = GL_CCW) 6747 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 6748 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6749 glDisable(cap = GL_BLEND) 6750 glDisable(cap = GL_DEPTH_TEST) 6751 glDepthMask(flag = GL_FALSE) 6752 glDepthFunc(func = GL_LESS) 6753 glDisable(cap = GL_STENCIL_TEST) 6754 glDisable(cap = GL_POLYGON_OFFSET_FILL) 6755 glUseProgram(program = 1) 6756 glViewport(x = 0, y = 0, width = 600, height = 450) 6757 glDepthRange(zNear = 0, zFar = 1) 6758 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 6759 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 6760 glEnableVertexAttribArray(index = 0) 6761 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 6762 glEnableVertexAttribArray(index = 1) 6763 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6764 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 6765 glUniform1i(location = 3, v0 = 0) 6766 glActiveTexture(texture = GL_TEXTURE1) 6767 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 6768 glUniform1i(location = 4, v0 = 1) 6769 glActiveTexture(texture = GL_TEXTURE0) 6770 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6771 glEnable(cap = GL_BLEND) 6772 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 6773 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 6774 glUseProgram(program = 5) 6775 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6776 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 6777 glUniform1i(location = 3, v0 = 1) 6778 glActiveTexture(texture = GL_TEXTURE1) 6779 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 6780 glUniform1i(location = 4, v0 = 1) 6781 glActiveTexture(texture = GL_TEXTURE0) 6782 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6783 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 6785 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 6786 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6787 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6788 glViewport(x = 0, y = 0, width = 600, height = 450) 6789 glUseProgram(program = 0) 6790 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 6791 glEnable(cap = GL_BLEND) 6792 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 6793 glClear(mask = GL_COLOR_BUFFER_BIT) 6794 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6797 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6798 glFlush() 6800 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 6801 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 6802 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 6803 glDisable(cap = GL_FRAMEBUFFER_SRGB) 6804 glDisable(cap = GL_SCISSOR_TEST) 6805 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6806 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 6807 glClear(mask = GL_COLOR_BUFFER_BIT) 6808 glDisable(cap = GL_SCISSOR_TEST) 6809 glDisable(cap = GL_CULL_FACE) 6810 glFrontFace(mode = GL_CCW) 6811 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 6812 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6813 glDisable(cap = GL_BLEND) 6814 glDisable(cap = GL_DEPTH_TEST) 6815 glDepthMask(flag = GL_FALSE) 6816 glDepthFunc(func = GL_LESS) 6817 glDisable(cap = GL_STENCIL_TEST) 6818 glDisable(cap = GL_POLYGON_OFFSET_FILL) 6819 glUseProgram(program = 1) 6820 glViewport(x = 0, y = 0, width = 600, height = 450) 6821 glDepthRange(zNear = 0, zFar = 1) 6822 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 6823 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 6824 glEnableVertexAttribArray(index = 0) 6825 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 6826 glEnableVertexAttribArray(index = 1) 6827 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6828 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 6829 glUniform1i(location = 3, v0 = 0) 6830 glActiveTexture(texture = GL_TEXTURE1) 6831 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 6832 glUniform1i(location = 4, v0 = 1) 6833 glActiveTexture(texture = GL_TEXTURE0) 6834 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6835 glEnable(cap = GL_BLEND) 6836 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 6837 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 6838 glUseProgram(program = 5) 6839 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6840 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 6841 glUniform1i(location = 3, v0 = 1) 6842 glActiveTexture(texture = GL_TEXTURE1) 6843 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 6844 glUniform1i(location = 4, v0 = 1) 6845 glActiveTexture(texture = GL_TEXTURE0) 6846 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6847 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 6849 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 6850 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6851 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6852 glViewport(x = 0, y = 0, width = 600, height = 450) 6853 glUseProgram(program = 0) 6854 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 6855 glEnable(cap = GL_BLEND) 6856 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 6857 glClear(mask = GL_COLOR_BUFFER_BIT) 6858 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6861 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6862 glFlush() 6864 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 6865 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 6866 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 6867 glDisable(cap = GL_FRAMEBUFFER_SRGB) 6868 glDisable(cap = GL_SCISSOR_TEST) 6869 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6870 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 6871 glClear(mask = GL_COLOR_BUFFER_BIT) 6872 glDisable(cap = GL_SCISSOR_TEST) 6873 glDisable(cap = GL_CULL_FACE) 6874 glFrontFace(mode = GL_CCW) 6875 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 6876 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6877 glDisable(cap = GL_BLEND) 6878 glDisable(cap = GL_DEPTH_TEST) 6879 glDepthMask(flag = GL_FALSE) 6880 glDepthFunc(func = GL_LESS) 6881 glDisable(cap = GL_STENCIL_TEST) 6882 glDisable(cap = GL_POLYGON_OFFSET_FILL) 6883 glUseProgram(program = 1) 6884 glViewport(x = 0, y = 0, width = 600, height = 450) 6885 glDepthRange(zNear = 0, zFar = 1) 6886 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 6887 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 6888 glEnableVertexAttribArray(index = 0) 6889 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 6890 glEnableVertexAttribArray(index = 1) 6891 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6892 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 6893 glUniform1i(location = 3, v0 = 0) 6894 glActiveTexture(texture = GL_TEXTURE1) 6895 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 6896 glUniform1i(location = 4, v0 = 1) 6897 glActiveTexture(texture = GL_TEXTURE0) 6898 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6899 glEnable(cap = GL_BLEND) 6900 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 6901 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 6902 glUseProgram(program = 5) 6903 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6904 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 6905 glUniform1i(location = 3, v0 = 1) 6906 glActiveTexture(texture = GL_TEXTURE1) 6907 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 6908 glUniform1i(location = 4, v0 = 1) 6909 glActiveTexture(texture = GL_TEXTURE0) 6910 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6911 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 6913 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 6914 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6915 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6916 glViewport(x = 0, y = 0, width = 600, height = 450) 6917 glUseProgram(program = 0) 6918 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 6919 glEnable(cap = GL_BLEND) 6920 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 6921 glClear(mask = GL_COLOR_BUFFER_BIT) 6922 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6925 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6926 glFlush() 6928 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 6929 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 6930 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 6931 glDisable(cap = GL_FRAMEBUFFER_SRGB) 6932 glDisable(cap = GL_SCISSOR_TEST) 6933 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6934 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 6935 glClear(mask = GL_COLOR_BUFFER_BIT) 6936 glDisable(cap = GL_SCISSOR_TEST) 6937 glDisable(cap = GL_CULL_FACE) 6938 glFrontFace(mode = GL_CCW) 6939 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 6940 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6941 glDisable(cap = GL_BLEND) 6942 glDisable(cap = GL_DEPTH_TEST) 6943 glDepthMask(flag = GL_FALSE) 6944 glDepthFunc(func = GL_LESS) 6945 glDisable(cap = GL_STENCIL_TEST) 6946 glDisable(cap = GL_POLYGON_OFFSET_FILL) 6947 glUseProgram(program = 1) 6948 glViewport(x = 0, y = 0, width = 600, height = 450) 6949 glDepthRange(zNear = 0, zFar = 1) 6950 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 6951 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 6952 glEnableVertexAttribArray(index = 0) 6953 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 6954 glEnableVertexAttribArray(index = 1) 6955 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6956 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 6957 glUniform1i(location = 3, v0 = 0) 6958 glActiveTexture(texture = GL_TEXTURE1) 6959 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 6960 glUniform1i(location = 4, v0 = 1) 6961 glActiveTexture(texture = GL_TEXTURE0) 6962 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6963 glEnable(cap = GL_BLEND) 6964 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 6965 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 6966 glUseProgram(program = 5) 6967 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 6968 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 6969 glUniform1i(location = 3, v0 = 1) 6970 glActiveTexture(texture = GL_TEXTURE1) 6971 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 6972 glUniform1i(location = 4, v0 = 1) 6973 glActiveTexture(texture = GL_TEXTURE0) 6974 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 6975 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 6977 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 6978 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6979 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6980 glViewport(x = 0, y = 0, width = 600, height = 450) 6981 glUseProgram(program = 0) 6982 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 6983 glEnable(cap = GL_BLEND) 6984 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 6985 glClear(mask = GL_COLOR_BUFFER_BIT) 6986 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 6989 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 6990 glFlush() 6992 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 6993 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 6994 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 6995 glDisable(cap = GL_FRAMEBUFFER_SRGB) 6996 glDisable(cap = GL_SCISSOR_TEST) 6997 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 6998 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 6999 glClear(mask = GL_COLOR_BUFFER_BIT) 7000 glDisable(cap = GL_SCISSOR_TEST) 7001 glDisable(cap = GL_CULL_FACE) 7002 glFrontFace(mode = GL_CCW) 7003 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 7004 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7005 glDisable(cap = GL_BLEND) 7006 glDisable(cap = GL_DEPTH_TEST) 7007 glDepthMask(flag = GL_FALSE) 7008 glDepthFunc(func = GL_LESS) 7009 glDisable(cap = GL_STENCIL_TEST) 7010 glDisable(cap = GL_POLYGON_OFFSET_FILL) 7011 glUseProgram(program = 1) 7012 glViewport(x = 0, y = 0, width = 600, height = 450) 7013 glDepthRange(zNear = 0, zFar = 1) 7014 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 7015 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 7016 glEnableVertexAttribArray(index = 0) 7017 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 7018 glEnableVertexAttribArray(index = 1) 7019 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7020 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 7021 glUniform1i(location = 3, v0 = 0) 7022 glActiveTexture(texture = GL_TEXTURE1) 7023 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 7024 glUniform1i(location = 4, v0 = 1) 7025 glActiveTexture(texture = GL_TEXTURE0) 7026 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7027 glEnable(cap = GL_BLEND) 7028 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 7029 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 7030 glUseProgram(program = 5) 7031 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7032 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 7033 glUniform1i(location = 3, v0 = 1) 7034 glActiveTexture(texture = GL_TEXTURE1) 7035 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 7036 glUniform1i(location = 4, v0 = 1) 7037 glActiveTexture(texture = GL_TEXTURE0) 7038 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7039 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 7041 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 7042 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7043 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7044 glViewport(x = 0, y = 0, width = 600, height = 450) 7045 glUseProgram(program = 0) 7046 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 7047 glEnable(cap = GL_BLEND) 7048 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 7049 glClear(mask = GL_COLOR_BUFFER_BIT) 7050 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7053 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7054 glFlush() 7056 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 7057 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 7058 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 7059 glDisable(cap = GL_FRAMEBUFFER_SRGB) 7060 glDisable(cap = GL_SCISSOR_TEST) 7061 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7062 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 7063 glClear(mask = GL_COLOR_BUFFER_BIT) 7064 glDisable(cap = GL_SCISSOR_TEST) 7065 glDisable(cap = GL_CULL_FACE) 7066 glFrontFace(mode = GL_CCW) 7067 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 7068 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7069 glDisable(cap = GL_BLEND) 7070 glDisable(cap = GL_DEPTH_TEST) 7071 glDepthMask(flag = GL_FALSE) 7072 glDepthFunc(func = GL_LESS) 7073 glDisable(cap = GL_STENCIL_TEST) 7074 glDisable(cap = GL_POLYGON_OFFSET_FILL) 7075 glUseProgram(program = 1) 7076 glViewport(x = 0, y = 0, width = 600, height = 450) 7077 glDepthRange(zNear = 0, zFar = 1) 7078 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 7079 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 7080 glEnableVertexAttribArray(index = 0) 7081 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 7082 glEnableVertexAttribArray(index = 1) 7083 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7084 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 7085 glUniform1i(location = 3, v0 = 0) 7086 glActiveTexture(texture = GL_TEXTURE1) 7087 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 7088 glUniform1i(location = 4, v0 = 1) 7089 glActiveTexture(texture = GL_TEXTURE0) 7090 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7091 glEnable(cap = GL_BLEND) 7092 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 7093 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 7094 glUseProgram(program = 5) 7095 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7096 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 7097 glUniform1i(location = 3, v0 = 1) 7098 glActiveTexture(texture = GL_TEXTURE1) 7099 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 7100 glUniform1i(location = 4, v0 = 1) 7101 glActiveTexture(texture = GL_TEXTURE0) 7102 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7103 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 7105 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 7106 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7107 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7108 glViewport(x = 0, y = 0, width = 600, height = 450) 7109 glUseProgram(program = 0) 7110 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 7111 glEnable(cap = GL_BLEND) 7112 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 7113 glClear(mask = GL_COLOR_BUFFER_BIT) 7114 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7117 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7118 glFlush() 7120 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 7121 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 7122 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 7123 glDisable(cap = GL_FRAMEBUFFER_SRGB) 7124 glDisable(cap = GL_SCISSOR_TEST) 7125 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7126 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 7127 glClear(mask = GL_COLOR_BUFFER_BIT) 7128 glDisable(cap = GL_SCISSOR_TEST) 7129 glDisable(cap = GL_CULL_FACE) 7130 glFrontFace(mode = GL_CCW) 7131 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 7132 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7133 glDisable(cap = GL_BLEND) 7134 glDisable(cap = GL_DEPTH_TEST) 7135 glDepthMask(flag = GL_FALSE) 7136 glDepthFunc(func = GL_LESS) 7137 glDisable(cap = GL_STENCIL_TEST) 7138 glDisable(cap = GL_POLYGON_OFFSET_FILL) 7139 glUseProgram(program = 1) 7140 glViewport(x = 0, y = 0, width = 600, height = 450) 7141 glDepthRange(zNear = 0, zFar = 1) 7142 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 7143 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 7144 glEnableVertexAttribArray(index = 0) 7145 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 7146 glEnableVertexAttribArray(index = 1) 7147 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7148 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 7149 glUniform1i(location = 3, v0 = 0) 7150 glActiveTexture(texture = GL_TEXTURE1) 7151 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 7152 glUniform1i(location = 4, v0 = 1) 7153 glActiveTexture(texture = GL_TEXTURE0) 7154 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7155 glEnable(cap = GL_BLEND) 7156 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 7157 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 7158 glUseProgram(program = 5) 7159 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7160 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 7161 glUniform1i(location = 3, v0 = 1) 7162 glActiveTexture(texture = GL_TEXTURE1) 7163 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 7164 glUniform1i(location = 4, v0 = 1) 7165 glActiveTexture(texture = GL_TEXTURE0) 7166 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7167 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 7169 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 7170 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7171 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7172 glViewport(x = 0, y = 0, width = 600, height = 450) 7173 glUseProgram(program = 0) 7174 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 7175 glEnable(cap = GL_BLEND) 7176 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 7177 glClear(mask = GL_COLOR_BUFFER_BIT) 7178 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7181 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7182 glFlush() 7184 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 7185 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 7186 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 7187 glDisable(cap = GL_FRAMEBUFFER_SRGB) 7188 glDisable(cap = GL_SCISSOR_TEST) 7189 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7190 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 7191 glClear(mask = GL_COLOR_BUFFER_BIT) 7192 glDisable(cap = GL_SCISSOR_TEST) 7193 glDisable(cap = GL_CULL_FACE) 7194 glFrontFace(mode = GL_CCW) 7195 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 7196 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7197 glDisable(cap = GL_BLEND) 7198 glDisable(cap = GL_DEPTH_TEST) 7199 glDepthMask(flag = GL_FALSE) 7200 glDepthFunc(func = GL_LESS) 7201 glDisable(cap = GL_STENCIL_TEST) 7202 glDisable(cap = GL_POLYGON_OFFSET_FILL) 7203 glUseProgram(program = 1) 7204 glViewport(x = 0, y = 0, width = 600, height = 450) 7205 glDepthRange(zNear = 0, zFar = 1) 7206 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 7207 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 7208 glEnableVertexAttribArray(index = 0) 7209 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 7210 glEnableVertexAttribArray(index = 1) 7211 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7212 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 7213 glUniform1i(location = 3, v0 = 0) 7214 glActiveTexture(texture = GL_TEXTURE1) 7215 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 7216 glUniform1i(location = 4, v0 = 1) 7217 glActiveTexture(texture = GL_TEXTURE0) 7218 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7219 glEnable(cap = GL_BLEND) 7220 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 7221 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 7222 glUseProgram(program = 5) 7223 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7224 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 7225 glUniform1i(location = 3, v0 = 1) 7226 glActiveTexture(texture = GL_TEXTURE1) 7227 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 7228 glUniform1i(location = 4, v0 = 1) 7229 glActiveTexture(texture = GL_TEXTURE0) 7230 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7231 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 7233 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 7234 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7235 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7236 glViewport(x = 0, y = 0, width = 600, height = 450) 7237 glUseProgram(program = 0) 7238 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 7239 glEnable(cap = GL_BLEND) 7240 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 7241 glClear(mask = GL_COLOR_BUFFER_BIT) 7242 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7245 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7246 glFlush() 7248 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 7249 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 7250 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 7251 glDisable(cap = GL_FRAMEBUFFER_SRGB) 7252 glDisable(cap = GL_SCISSOR_TEST) 7253 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7254 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 7255 glClear(mask = GL_COLOR_BUFFER_BIT) 7256 glDisable(cap = GL_SCISSOR_TEST) 7257 glDisable(cap = GL_CULL_FACE) 7258 glFrontFace(mode = GL_CCW) 7259 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 7260 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7261 glDisable(cap = GL_BLEND) 7262 glDisable(cap = GL_DEPTH_TEST) 7263 glDepthMask(flag = GL_FALSE) 7264 glDepthFunc(func = GL_LESS) 7265 glDisable(cap = GL_STENCIL_TEST) 7266 glDisable(cap = GL_POLYGON_OFFSET_FILL) 7267 glUseProgram(program = 1) 7268 glViewport(x = 0, y = 0, width = 600, height = 450) 7269 glDepthRange(zNear = 0, zFar = 1) 7270 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 7271 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 7272 glEnableVertexAttribArray(index = 0) 7273 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 7274 glEnableVertexAttribArray(index = 1) 7275 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7276 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 7277 glUniform1i(location = 3, v0 = 0) 7278 glActiveTexture(texture = GL_TEXTURE1) 7279 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 7280 glUniform1i(location = 4, v0 = 1) 7281 glActiveTexture(texture = GL_TEXTURE0) 7282 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7283 glEnable(cap = GL_BLEND) 7284 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 7285 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 7286 glUseProgram(program = 5) 7287 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7288 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 7289 glUniform1i(location = 3, v0 = 1) 7290 glActiveTexture(texture = GL_TEXTURE1) 7291 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 7292 glUniform1i(location = 4, v0 = 1) 7293 glActiveTexture(texture = GL_TEXTURE0) 7294 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7295 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 7297 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 7298 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7299 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7300 glViewport(x = 0, y = 0, width = 600, height = 450) 7301 glUseProgram(program = 0) 7302 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 7303 glEnable(cap = GL_BLEND) 7304 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 7305 glClear(mask = GL_COLOR_BUFFER_BIT) 7306 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7309 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7310 glFlush() 7312 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 7313 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 7314 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 7315 glDisable(cap = GL_FRAMEBUFFER_SRGB) 7316 glDisable(cap = GL_SCISSOR_TEST) 7317 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7318 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 7319 glClear(mask = GL_COLOR_BUFFER_BIT) 7320 glDisable(cap = GL_SCISSOR_TEST) 7321 glDisable(cap = GL_CULL_FACE) 7322 glFrontFace(mode = GL_CCW) 7323 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 7324 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7325 glDisable(cap = GL_BLEND) 7326 glDisable(cap = GL_DEPTH_TEST) 7327 glDepthMask(flag = GL_FALSE) 7328 glDepthFunc(func = GL_LESS) 7329 glDisable(cap = GL_STENCIL_TEST) 7330 glDisable(cap = GL_POLYGON_OFFSET_FILL) 7331 glUseProgram(program = 1) 7332 glViewport(x = 0, y = 0, width = 600, height = 450) 7333 glDepthRange(zNear = 0, zFar = 1) 7334 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 7335 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 7336 glEnableVertexAttribArray(index = 0) 7337 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 7338 glEnableVertexAttribArray(index = 1) 7339 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7340 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 7341 glUniform1i(location = 3, v0 = 0) 7342 glActiveTexture(texture = GL_TEXTURE1) 7343 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 7344 glUniform1i(location = 4, v0 = 1) 7345 glActiveTexture(texture = GL_TEXTURE0) 7346 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7347 glEnable(cap = GL_BLEND) 7348 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 7349 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 7350 glUseProgram(program = 5) 7351 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7352 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 7353 glUniform1i(location = 3, v0 = 1) 7354 glActiveTexture(texture = GL_TEXTURE1) 7355 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 7356 glUniform1i(location = 4, v0 = 1) 7357 glActiveTexture(texture = GL_TEXTURE0) 7358 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7359 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 7361 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 7362 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7363 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7364 glViewport(x = 0, y = 0, width = 600, height = 450) 7365 glUseProgram(program = 0) 7366 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 7367 glEnable(cap = GL_BLEND) 7368 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 7369 glClear(mask = GL_COLOR_BUFFER_BIT) 7370 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7373 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7374 glFlush() 7376 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 7377 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 7378 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 7379 glDisable(cap = GL_FRAMEBUFFER_SRGB) 7380 glDisable(cap = GL_SCISSOR_TEST) 7381 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7382 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 7383 glClear(mask = GL_COLOR_BUFFER_BIT) 7384 glDisable(cap = GL_SCISSOR_TEST) 7385 glDisable(cap = GL_CULL_FACE) 7386 glFrontFace(mode = GL_CCW) 7387 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 7388 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7389 glDisable(cap = GL_BLEND) 7390 glDisable(cap = GL_DEPTH_TEST) 7391 glDepthMask(flag = GL_FALSE) 7392 glDepthFunc(func = GL_LESS) 7393 glDisable(cap = GL_STENCIL_TEST) 7394 glDisable(cap = GL_POLYGON_OFFSET_FILL) 7395 glUseProgram(program = 1) 7396 glViewport(x = 0, y = 0, width = 600, height = 450) 7397 glDepthRange(zNear = 0, zFar = 1) 7398 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 7399 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 7400 glEnableVertexAttribArray(index = 0) 7401 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 7402 glEnableVertexAttribArray(index = 1) 7403 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7404 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 7405 glUniform1i(location = 3, v0 = 0) 7406 glActiveTexture(texture = GL_TEXTURE1) 7407 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 7408 glUniform1i(location = 4, v0 = 1) 7409 glActiveTexture(texture = GL_TEXTURE0) 7410 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7411 glEnable(cap = GL_BLEND) 7412 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 7413 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 7414 glUseProgram(program = 5) 7415 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7416 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 7417 glUniform1i(location = 3, v0 = 1) 7418 glActiveTexture(texture = GL_TEXTURE1) 7419 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 7420 glUniform1i(location = 4, v0 = 1) 7421 glActiveTexture(texture = GL_TEXTURE0) 7422 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7423 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 7425 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 7426 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7427 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7428 glViewport(x = 0, y = 0, width = 600, height = 450) 7429 glUseProgram(program = 0) 7430 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 7431 glEnable(cap = GL_BLEND) 7432 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 7433 glClear(mask = GL_COLOR_BUFFER_BIT) 7434 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7437 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7438 glFlush() 7440 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 7441 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 7442 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 7443 glDisable(cap = GL_FRAMEBUFFER_SRGB) 7444 glDisable(cap = GL_SCISSOR_TEST) 7445 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7446 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 7447 glClear(mask = GL_COLOR_BUFFER_BIT) 7448 glDisable(cap = GL_SCISSOR_TEST) 7449 glDisable(cap = GL_CULL_FACE) 7450 glFrontFace(mode = GL_CCW) 7451 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 7452 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7453 glDisable(cap = GL_BLEND) 7454 glDisable(cap = GL_DEPTH_TEST) 7455 glDepthMask(flag = GL_FALSE) 7456 glDepthFunc(func = GL_LESS) 7457 glDisable(cap = GL_STENCIL_TEST) 7458 glDisable(cap = GL_POLYGON_OFFSET_FILL) 7459 glUseProgram(program = 1) 7460 glViewport(x = 0, y = 0, width = 600, height = 450) 7461 glDepthRange(zNear = 0, zFar = 1) 7462 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 7463 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 7464 glEnableVertexAttribArray(index = 0) 7465 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 7466 glEnableVertexAttribArray(index = 1) 7467 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7468 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 7469 glUniform1i(location = 3, v0 = 0) 7470 glActiveTexture(texture = GL_TEXTURE1) 7471 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 7472 glUniform1i(location = 4, v0 = 1) 7473 glActiveTexture(texture = GL_TEXTURE0) 7474 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7475 glEnable(cap = GL_BLEND) 7476 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 7477 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 7478 glUseProgram(program = 5) 7479 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7480 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 7481 glUniform1i(location = 3, v0 = 1) 7482 glActiveTexture(texture = GL_TEXTURE1) 7483 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 7484 glUniform1i(location = 4, v0 = 1) 7485 glActiveTexture(texture = GL_TEXTURE0) 7486 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7487 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 7489 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 7490 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7491 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7492 glViewport(x = 0, y = 0, width = 600, height = 450) 7493 glUseProgram(program = 0) 7494 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 7495 glEnable(cap = GL_BLEND) 7496 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 7497 glClear(mask = GL_COLOR_BUFFER_BIT) 7498 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7501 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7502 glFlush() 7504 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 7505 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 7506 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 7507 glDisable(cap = GL_FRAMEBUFFER_SRGB) 7508 glDisable(cap = GL_SCISSOR_TEST) 7509 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7510 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 7511 glClear(mask = GL_COLOR_BUFFER_BIT) 7512 glDisable(cap = GL_SCISSOR_TEST) 7513 glDisable(cap = GL_CULL_FACE) 7514 glFrontFace(mode = GL_CCW) 7515 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 7516 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7517 glDisable(cap = GL_BLEND) 7518 glDisable(cap = GL_DEPTH_TEST) 7519 glDepthMask(flag = GL_FALSE) 7520 glDepthFunc(func = GL_LESS) 7521 glDisable(cap = GL_STENCIL_TEST) 7522 glDisable(cap = GL_POLYGON_OFFSET_FILL) 7523 glUseProgram(program = 1) 7524 glViewport(x = 0, y = 0, width = 600, height = 450) 7525 glDepthRange(zNear = 0, zFar = 1) 7526 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 7527 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 7528 glEnableVertexAttribArray(index = 0) 7529 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 7530 glEnableVertexAttribArray(index = 1) 7531 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7532 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 7533 glUniform1i(location = 3, v0 = 0) 7534 glActiveTexture(texture = GL_TEXTURE1) 7535 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 7536 glUniform1i(location = 4, v0 = 1) 7537 glActiveTexture(texture = GL_TEXTURE0) 7538 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7539 glEnable(cap = GL_BLEND) 7540 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 7541 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 7542 glUseProgram(program = 5) 7543 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7544 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 7545 glUniform1i(location = 3, v0 = 1) 7546 glActiveTexture(texture = GL_TEXTURE1) 7547 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 7548 glUniform1i(location = 4, v0 = 1) 7549 glActiveTexture(texture = GL_TEXTURE0) 7550 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7551 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 7553 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 7554 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7555 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7556 glViewport(x = 0, y = 0, width = 600, height = 450) 7557 glUseProgram(program = 0) 7558 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 7559 glEnable(cap = GL_BLEND) 7560 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 7561 glClear(mask = GL_COLOR_BUFFER_BIT) 7562 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7565 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7566 glFlush() 7568 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 7569 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 7570 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 7571 glDisable(cap = GL_FRAMEBUFFER_SRGB) 7572 glDisable(cap = GL_SCISSOR_TEST) 7573 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7574 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 7575 glClear(mask = GL_COLOR_BUFFER_BIT) 7576 glDisable(cap = GL_SCISSOR_TEST) 7577 glDisable(cap = GL_CULL_FACE) 7578 glFrontFace(mode = GL_CCW) 7579 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 7580 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7581 glDisable(cap = GL_BLEND) 7582 glDisable(cap = GL_DEPTH_TEST) 7583 glDepthMask(flag = GL_FALSE) 7584 glDepthFunc(func = GL_LESS) 7585 glDisable(cap = GL_STENCIL_TEST) 7586 glDisable(cap = GL_POLYGON_OFFSET_FILL) 7587 glUseProgram(program = 1) 7588 glViewport(x = 0, y = 0, width = 600, height = 450) 7589 glDepthRange(zNear = 0, zFar = 1) 7590 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 7591 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 7592 glEnableVertexAttribArray(index = 0) 7593 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 7594 glEnableVertexAttribArray(index = 1) 7595 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7596 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 7597 glUniform1i(location = 3, v0 = 0) 7598 glActiveTexture(texture = GL_TEXTURE1) 7599 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 7600 glUniform1i(location = 4, v0 = 1) 7601 glActiveTexture(texture = GL_TEXTURE0) 7602 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7603 glEnable(cap = GL_BLEND) 7604 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 7605 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 7606 glUseProgram(program = 5) 7607 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7608 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 7609 glUniform1i(location = 3, v0 = 1) 7610 glActiveTexture(texture = GL_TEXTURE1) 7611 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 7612 glUniform1i(location = 4, v0 = 1) 7613 glActiveTexture(texture = GL_TEXTURE0) 7614 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7615 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 7617 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 7618 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7619 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7620 glViewport(x = 0, y = 0, width = 600, height = 450) 7621 glUseProgram(program = 0) 7622 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 7623 glEnable(cap = GL_BLEND) 7624 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 7625 glClear(mask = GL_COLOR_BUFFER_BIT) 7626 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7629 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7630 glFlush() 7632 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 7633 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 7634 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 7635 glDisable(cap = GL_FRAMEBUFFER_SRGB) 7636 glDisable(cap = GL_SCISSOR_TEST) 7637 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7638 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 7639 glClear(mask = GL_COLOR_BUFFER_BIT) 7640 glDisable(cap = GL_SCISSOR_TEST) 7641 glDisable(cap = GL_CULL_FACE) 7642 glFrontFace(mode = GL_CCW) 7643 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 7644 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7645 glDisable(cap = GL_BLEND) 7646 glDisable(cap = GL_DEPTH_TEST) 7647 glDepthMask(flag = GL_FALSE) 7648 glDepthFunc(func = GL_LESS) 7649 glDisable(cap = GL_STENCIL_TEST) 7650 glDisable(cap = GL_POLYGON_OFFSET_FILL) 7651 glUseProgram(program = 1) 7652 glViewport(x = 0, y = 0, width = 600, height = 450) 7653 glDepthRange(zNear = 0, zFar = 1) 7654 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 7655 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 7656 glEnableVertexAttribArray(index = 0) 7657 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 7658 glEnableVertexAttribArray(index = 1) 7659 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7660 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 7661 glUniform1i(location = 3, v0 = 0) 7662 glActiveTexture(texture = GL_TEXTURE1) 7663 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 7664 glUniform1i(location = 4, v0 = 1) 7665 glActiveTexture(texture = GL_TEXTURE0) 7666 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7667 glEnable(cap = GL_BLEND) 7668 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 7669 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 7670 glUseProgram(program = 5) 7671 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7672 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 7673 glUniform1i(location = 3, v0 = 1) 7674 glActiveTexture(texture = GL_TEXTURE1) 7675 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 7676 glUniform1i(location = 4, v0 = 1) 7677 glActiveTexture(texture = GL_TEXTURE0) 7678 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7679 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 7681 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 7682 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7683 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7684 glViewport(x = 0, y = 0, width = 600, height = 450) 7685 glUseProgram(program = 0) 7686 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 7687 glEnable(cap = GL_BLEND) 7688 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 7689 glClear(mask = GL_COLOR_BUFFER_BIT) 7690 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7693 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7694 glFlush() 7696 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 7697 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 7698 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 7699 glDisable(cap = GL_FRAMEBUFFER_SRGB) 7700 glDisable(cap = GL_SCISSOR_TEST) 7701 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7702 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 7703 glClear(mask = GL_COLOR_BUFFER_BIT) 7704 glDisable(cap = GL_SCISSOR_TEST) 7705 glDisable(cap = GL_CULL_FACE) 7706 glFrontFace(mode = GL_CCW) 7707 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 7708 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7709 glDisable(cap = GL_BLEND) 7710 glDisable(cap = GL_DEPTH_TEST) 7711 glDepthMask(flag = GL_FALSE) 7712 glDepthFunc(func = GL_LESS) 7713 glDisable(cap = GL_STENCIL_TEST) 7714 glDisable(cap = GL_POLYGON_OFFSET_FILL) 7715 glUseProgram(program = 1) 7716 glViewport(x = 0, y = 0, width = 600, height = 450) 7717 glDepthRange(zNear = 0, zFar = 1) 7718 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 7719 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 7720 glEnableVertexAttribArray(index = 0) 7721 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 7722 glEnableVertexAttribArray(index = 1) 7723 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7724 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 7725 glUniform1i(location = 3, v0 = 0) 7726 glActiveTexture(texture = GL_TEXTURE1) 7727 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 7728 glUniform1i(location = 4, v0 = 1) 7729 glActiveTexture(texture = GL_TEXTURE0) 7730 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7731 glEnable(cap = GL_BLEND) 7732 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 7733 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 7734 glUseProgram(program = 5) 7735 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7736 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 7737 glUniform1i(location = 3, v0 = 1) 7738 glActiveTexture(texture = GL_TEXTURE1) 7739 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 7740 glUniform1i(location = 4, v0 = 1) 7741 glActiveTexture(texture = GL_TEXTURE0) 7742 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7743 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 7745 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 7746 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7747 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7748 glViewport(x = 0, y = 0, width = 600, height = 450) 7749 glUseProgram(program = 0) 7750 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 7751 glEnable(cap = GL_BLEND) 7752 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 7753 glClear(mask = GL_COLOR_BUFFER_BIT) 7754 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7757 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7758 glFlush() 7760 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 7761 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 7762 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 7763 glDisable(cap = GL_FRAMEBUFFER_SRGB) 7764 glDisable(cap = GL_SCISSOR_TEST) 7765 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7766 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 7767 glClear(mask = GL_COLOR_BUFFER_BIT) 7768 glDisable(cap = GL_SCISSOR_TEST) 7769 glDisable(cap = GL_CULL_FACE) 7770 glFrontFace(mode = GL_CCW) 7771 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 7772 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7773 glDisable(cap = GL_BLEND) 7774 glDisable(cap = GL_DEPTH_TEST) 7775 glDepthMask(flag = GL_FALSE) 7776 glDepthFunc(func = GL_LESS) 7777 glDisable(cap = GL_STENCIL_TEST) 7778 glDisable(cap = GL_POLYGON_OFFSET_FILL) 7779 glUseProgram(program = 1) 7780 glViewport(x = 0, y = 0, width = 600, height = 450) 7781 glDepthRange(zNear = 0, zFar = 1) 7782 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 7783 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 7784 glEnableVertexAttribArray(index = 0) 7785 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 7786 glEnableVertexAttribArray(index = 1) 7787 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7788 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 7789 glUniform1i(location = 3, v0 = 0) 7790 glActiveTexture(texture = GL_TEXTURE1) 7791 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 7792 glUniform1i(location = 4, v0 = 1) 7793 glActiveTexture(texture = GL_TEXTURE0) 7794 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7795 glEnable(cap = GL_BLEND) 7796 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 7797 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 7798 glUseProgram(program = 5) 7799 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7800 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 7801 glUniform1i(location = 3, v0 = 1) 7802 glActiveTexture(texture = GL_TEXTURE1) 7803 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 7804 glUniform1i(location = 4, v0 = 1) 7805 glActiveTexture(texture = GL_TEXTURE0) 7806 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7807 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 7809 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 7810 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7811 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7812 glViewport(x = 0, y = 0, width = 600, height = 450) 7813 glUseProgram(program = 0) 7814 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 7815 glEnable(cap = GL_BLEND) 7816 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 7817 glClear(mask = GL_COLOR_BUFFER_BIT) 7818 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7821 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7822 glFlush() 7824 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 7825 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 7826 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 7827 glDisable(cap = GL_FRAMEBUFFER_SRGB) 7828 glDisable(cap = GL_SCISSOR_TEST) 7829 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7830 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 7831 glClear(mask = GL_COLOR_BUFFER_BIT) 7832 glDisable(cap = GL_SCISSOR_TEST) 7833 glDisable(cap = GL_CULL_FACE) 7834 glFrontFace(mode = GL_CCW) 7835 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 7836 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7837 glDisable(cap = GL_BLEND) 7838 glDisable(cap = GL_DEPTH_TEST) 7839 glDepthMask(flag = GL_FALSE) 7840 glDepthFunc(func = GL_LESS) 7841 glDisable(cap = GL_STENCIL_TEST) 7842 glDisable(cap = GL_POLYGON_OFFSET_FILL) 7843 glUseProgram(program = 1) 7844 glViewport(x = 0, y = 0, width = 600, height = 450) 7845 glDepthRange(zNear = 0, zFar = 1) 7846 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 7847 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 7848 glEnableVertexAttribArray(index = 0) 7849 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 7850 glEnableVertexAttribArray(index = 1) 7851 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7852 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 7853 glUniform1i(location = 3, v0 = 0) 7854 glActiveTexture(texture = GL_TEXTURE1) 7855 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 7856 glUniform1i(location = 4, v0 = 1) 7857 glActiveTexture(texture = GL_TEXTURE0) 7858 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7859 glEnable(cap = GL_BLEND) 7860 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 7861 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 7862 glUseProgram(program = 5) 7863 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7864 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 7865 glUniform1i(location = 3, v0 = 1) 7866 glActiveTexture(texture = GL_TEXTURE1) 7867 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 7868 glUniform1i(location = 4, v0 = 1) 7869 glActiveTexture(texture = GL_TEXTURE0) 7870 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7871 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 7873 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 7874 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7875 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7876 glViewport(x = 0, y = 0, width = 600, height = 450) 7877 glUseProgram(program = 0) 7878 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 7879 glEnable(cap = GL_BLEND) 7880 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 7881 glClear(mask = GL_COLOR_BUFFER_BIT) 7882 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7885 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7886 glFlush() 7888 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 7889 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 7890 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 7891 glDisable(cap = GL_FRAMEBUFFER_SRGB) 7892 glDisable(cap = GL_SCISSOR_TEST) 7893 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7894 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 7895 glClear(mask = GL_COLOR_BUFFER_BIT) 7896 glDisable(cap = GL_SCISSOR_TEST) 7897 glDisable(cap = GL_CULL_FACE) 7898 glFrontFace(mode = GL_CCW) 7899 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 7900 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7901 glDisable(cap = GL_BLEND) 7902 glDisable(cap = GL_DEPTH_TEST) 7903 glDepthMask(flag = GL_FALSE) 7904 glDepthFunc(func = GL_LESS) 7905 glDisable(cap = GL_STENCIL_TEST) 7906 glDisable(cap = GL_POLYGON_OFFSET_FILL) 7907 glUseProgram(program = 1) 7908 glViewport(x = 0, y = 0, width = 600, height = 450) 7909 glDepthRange(zNear = 0, zFar = 1) 7910 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 7911 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 7912 glEnableVertexAttribArray(index = 0) 7913 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 7914 glEnableVertexAttribArray(index = 1) 7915 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7916 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 7917 glUniform1i(location = 3, v0 = 0) 7918 glActiveTexture(texture = GL_TEXTURE1) 7919 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 7920 glUniform1i(location = 4, v0 = 1) 7921 glActiveTexture(texture = GL_TEXTURE0) 7922 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7923 glEnable(cap = GL_BLEND) 7924 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 7925 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 7926 glUseProgram(program = 5) 7927 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7928 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 7929 glUniform1i(location = 3, v0 = 1) 7930 glActiveTexture(texture = GL_TEXTURE1) 7931 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 7932 glUniform1i(location = 4, v0 = 1) 7933 glActiveTexture(texture = GL_TEXTURE0) 7934 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7935 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 7937 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 7938 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7939 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7940 glViewport(x = 0, y = 0, width = 600, height = 450) 7941 glUseProgram(program = 0) 7942 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 7943 glEnable(cap = GL_BLEND) 7944 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 7945 glClear(mask = GL_COLOR_BUFFER_BIT) 7946 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 7949 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 7950 glFlush() 7952 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 7953 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 7954 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 7955 glDisable(cap = GL_FRAMEBUFFER_SRGB) 7956 glDisable(cap = GL_SCISSOR_TEST) 7957 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7958 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 7959 glClear(mask = GL_COLOR_BUFFER_BIT) 7960 glDisable(cap = GL_SCISSOR_TEST) 7961 glDisable(cap = GL_CULL_FACE) 7962 glFrontFace(mode = GL_CCW) 7963 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 7964 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 7965 glDisable(cap = GL_BLEND) 7966 glDisable(cap = GL_DEPTH_TEST) 7967 glDepthMask(flag = GL_FALSE) 7968 glDepthFunc(func = GL_LESS) 7969 glDisable(cap = GL_STENCIL_TEST) 7970 glDisable(cap = GL_POLYGON_OFFSET_FILL) 7971 glUseProgram(program = 1) 7972 glViewport(x = 0, y = 0, width = 600, height = 450) 7973 glDepthRange(zNear = 0, zFar = 1) 7974 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 7975 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 7976 glEnableVertexAttribArray(index = 0) 7977 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 7978 glEnableVertexAttribArray(index = 1) 7979 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7980 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 7981 glUniform1i(location = 3, v0 = 0) 7982 glActiveTexture(texture = GL_TEXTURE1) 7983 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 7984 glUniform1i(location = 4, v0 = 1) 7985 glActiveTexture(texture = GL_TEXTURE0) 7986 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7987 glEnable(cap = GL_BLEND) 7988 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 7989 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 7990 glUseProgram(program = 5) 7991 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 7992 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 7993 glUniform1i(location = 3, v0 = 1) 7994 glActiveTexture(texture = GL_TEXTURE1) 7995 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 7996 glUniform1i(location = 4, v0 = 1) 7997 glActiveTexture(texture = GL_TEXTURE0) 7998 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 7999 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 8001 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 8002 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8003 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8004 glViewport(x = 0, y = 0, width = 600, height = 450) 8005 glUseProgram(program = 0) 8006 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 8007 glEnable(cap = GL_BLEND) 8008 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 8009 glClear(mask = GL_COLOR_BUFFER_BIT) 8010 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8013 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8014 glFlush() 8016 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 8017 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 8018 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 8019 glDisable(cap = GL_FRAMEBUFFER_SRGB) 8020 glDisable(cap = GL_SCISSOR_TEST) 8021 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8022 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 8023 glClear(mask = GL_COLOR_BUFFER_BIT) 8024 glDisable(cap = GL_SCISSOR_TEST) 8025 glDisable(cap = GL_CULL_FACE) 8026 glFrontFace(mode = GL_CCW) 8027 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 8028 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8029 glDisable(cap = GL_BLEND) 8030 glDisable(cap = GL_DEPTH_TEST) 8031 glDepthMask(flag = GL_FALSE) 8032 glDepthFunc(func = GL_LESS) 8033 glDisable(cap = GL_STENCIL_TEST) 8034 glDisable(cap = GL_POLYGON_OFFSET_FILL) 8035 glUseProgram(program = 1) 8036 glViewport(x = 0, y = 0, width = 600, height = 450) 8037 glDepthRange(zNear = 0, zFar = 1) 8038 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 8039 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 8040 glEnableVertexAttribArray(index = 0) 8041 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 8042 glEnableVertexAttribArray(index = 1) 8043 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8044 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 8045 glUniform1i(location = 3, v0 = 0) 8046 glActiveTexture(texture = GL_TEXTURE1) 8047 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 8048 glUniform1i(location = 4, v0 = 1) 8049 glActiveTexture(texture = GL_TEXTURE0) 8050 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8051 glEnable(cap = GL_BLEND) 8052 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 8053 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 8054 glUseProgram(program = 5) 8055 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8056 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 8057 glUniform1i(location = 3, v0 = 1) 8058 glActiveTexture(texture = GL_TEXTURE1) 8059 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 8060 glUniform1i(location = 4, v0 = 1) 8061 glActiveTexture(texture = GL_TEXTURE0) 8062 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8063 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 8065 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 8066 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8067 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8068 glViewport(x = 0, y = 0, width = 600, height = 450) 8069 glUseProgram(program = 0) 8070 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 8071 glEnable(cap = GL_BLEND) 8072 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 8073 glClear(mask = GL_COLOR_BUFFER_BIT) 8074 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8077 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8078 glFlush() 8080 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 8081 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 8082 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 8083 glDisable(cap = GL_FRAMEBUFFER_SRGB) 8084 glDisable(cap = GL_SCISSOR_TEST) 8085 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8086 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 8087 glClear(mask = GL_COLOR_BUFFER_BIT) 8088 glDisable(cap = GL_SCISSOR_TEST) 8089 glDisable(cap = GL_CULL_FACE) 8090 glFrontFace(mode = GL_CCW) 8091 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 8092 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8093 glDisable(cap = GL_BLEND) 8094 glDisable(cap = GL_DEPTH_TEST) 8095 glDepthMask(flag = GL_FALSE) 8096 glDepthFunc(func = GL_LESS) 8097 glDisable(cap = GL_STENCIL_TEST) 8098 glDisable(cap = GL_POLYGON_OFFSET_FILL) 8099 glUseProgram(program = 1) 8100 glViewport(x = 0, y = 0, width = 600, height = 450) 8101 glDepthRange(zNear = 0, zFar = 1) 8102 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 8103 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 8104 glEnableVertexAttribArray(index = 0) 8105 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 8106 glEnableVertexAttribArray(index = 1) 8107 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8108 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 8109 glUniform1i(location = 3, v0 = 0) 8110 glActiveTexture(texture = GL_TEXTURE1) 8111 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 8112 glUniform1i(location = 4, v0 = 1) 8113 glActiveTexture(texture = GL_TEXTURE0) 8114 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8115 glEnable(cap = GL_BLEND) 8116 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 8117 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 8118 glUseProgram(program = 5) 8119 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8120 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 8121 glUniform1i(location = 3, v0 = 1) 8122 glActiveTexture(texture = GL_TEXTURE1) 8123 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 8124 glUniform1i(location = 4, v0 = 1) 8125 glActiveTexture(texture = GL_TEXTURE0) 8126 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8127 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 8129 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 8130 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8131 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8132 glViewport(x = 0, y = 0, width = 600, height = 450) 8133 glUseProgram(program = 0) 8134 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 8135 glEnable(cap = GL_BLEND) 8136 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 8137 glClear(mask = GL_COLOR_BUFFER_BIT) 8138 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8141 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8142 glFlush() 8144 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 8145 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 8146 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 8147 glDisable(cap = GL_FRAMEBUFFER_SRGB) 8148 glDisable(cap = GL_SCISSOR_TEST) 8149 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8150 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 8151 glClear(mask = GL_COLOR_BUFFER_BIT) 8152 glDisable(cap = GL_SCISSOR_TEST) 8153 glDisable(cap = GL_CULL_FACE) 8154 glFrontFace(mode = GL_CCW) 8155 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 8156 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8157 glDisable(cap = GL_BLEND) 8158 glDisable(cap = GL_DEPTH_TEST) 8159 glDepthMask(flag = GL_FALSE) 8160 glDepthFunc(func = GL_LESS) 8161 glDisable(cap = GL_STENCIL_TEST) 8162 glDisable(cap = GL_POLYGON_OFFSET_FILL) 8163 glUseProgram(program = 1) 8164 glViewport(x = 0, y = 0, width = 600, height = 450) 8165 glDepthRange(zNear = 0, zFar = 1) 8166 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 8167 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 8168 glEnableVertexAttribArray(index = 0) 8169 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 8170 glEnableVertexAttribArray(index = 1) 8171 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8172 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 8173 glUniform1i(location = 3, v0 = 0) 8174 glActiveTexture(texture = GL_TEXTURE1) 8175 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 8176 glUniform1i(location = 4, v0 = 1) 8177 glActiveTexture(texture = GL_TEXTURE0) 8178 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8179 glEnable(cap = GL_BLEND) 8180 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 8181 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 8182 glUseProgram(program = 5) 8183 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8184 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 8185 glUniform1i(location = 3, v0 = 1) 8186 glActiveTexture(texture = GL_TEXTURE1) 8187 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 8188 glUniform1i(location = 4, v0 = 1) 8189 glActiveTexture(texture = GL_TEXTURE0) 8190 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8191 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 8193 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 8194 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8195 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8196 glViewport(x = 0, y = 0, width = 600, height = 450) 8197 glUseProgram(program = 0) 8198 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 8199 glEnable(cap = GL_BLEND) 8200 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 8201 glClear(mask = GL_COLOR_BUFFER_BIT) 8202 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8205 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8206 glFlush() 8208 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 8209 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 8210 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 8211 glDisable(cap = GL_FRAMEBUFFER_SRGB) 8212 glDisable(cap = GL_SCISSOR_TEST) 8213 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8214 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 8215 glClear(mask = GL_COLOR_BUFFER_BIT) 8216 glDisable(cap = GL_SCISSOR_TEST) 8217 glDisable(cap = GL_CULL_FACE) 8218 glFrontFace(mode = GL_CCW) 8219 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 8220 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8221 glDisable(cap = GL_BLEND) 8222 glDisable(cap = GL_DEPTH_TEST) 8223 glDepthMask(flag = GL_FALSE) 8224 glDepthFunc(func = GL_LESS) 8225 glDisable(cap = GL_STENCIL_TEST) 8226 glDisable(cap = GL_POLYGON_OFFSET_FILL) 8227 glUseProgram(program = 1) 8228 glViewport(x = 0, y = 0, width = 600, height = 450) 8229 glDepthRange(zNear = 0, zFar = 1) 8230 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 8231 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 8232 glEnableVertexAttribArray(index = 0) 8233 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 8234 glEnableVertexAttribArray(index = 1) 8235 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8236 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 8237 glUniform1i(location = 3, v0 = 0) 8238 glActiveTexture(texture = GL_TEXTURE1) 8239 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 8240 glUniform1i(location = 4, v0 = 1) 8241 glActiveTexture(texture = GL_TEXTURE0) 8242 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8243 glEnable(cap = GL_BLEND) 8244 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 8245 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 8246 glUseProgram(program = 5) 8247 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8248 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 8249 glUniform1i(location = 3, v0 = 1) 8250 glActiveTexture(texture = GL_TEXTURE1) 8251 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 8252 glUniform1i(location = 4, v0 = 1) 8253 glActiveTexture(texture = GL_TEXTURE0) 8254 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8255 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 8257 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 8258 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8259 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8260 glViewport(x = 0, y = 0, width = 600, height = 450) 8261 glUseProgram(program = 0) 8262 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 8263 glEnable(cap = GL_BLEND) 8264 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 8265 glClear(mask = GL_COLOR_BUFFER_BIT) 8266 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8269 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8270 glFlush() 8272 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 8273 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 8274 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 8275 glDisable(cap = GL_FRAMEBUFFER_SRGB) 8276 glDisable(cap = GL_SCISSOR_TEST) 8277 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8278 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 8279 glClear(mask = GL_COLOR_BUFFER_BIT) 8280 glDisable(cap = GL_SCISSOR_TEST) 8281 glDisable(cap = GL_CULL_FACE) 8282 glFrontFace(mode = GL_CCW) 8283 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 8284 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8285 glDisable(cap = GL_BLEND) 8286 glDisable(cap = GL_DEPTH_TEST) 8287 glDepthMask(flag = GL_FALSE) 8288 glDepthFunc(func = GL_LESS) 8289 glDisable(cap = GL_STENCIL_TEST) 8290 glDisable(cap = GL_POLYGON_OFFSET_FILL) 8291 glUseProgram(program = 1) 8292 glViewport(x = 0, y = 0, width = 600, height = 450) 8293 glDepthRange(zNear = 0, zFar = 1) 8294 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 8295 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 8296 glEnableVertexAttribArray(index = 0) 8297 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 8298 glEnableVertexAttribArray(index = 1) 8299 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8300 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 8301 glUniform1i(location = 3, v0 = 0) 8302 glActiveTexture(texture = GL_TEXTURE1) 8303 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 8304 glUniform1i(location = 4, v0 = 1) 8305 glActiveTexture(texture = GL_TEXTURE0) 8306 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8307 glEnable(cap = GL_BLEND) 8308 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 8309 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 8310 glUseProgram(program = 5) 8311 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8312 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 8313 glUniform1i(location = 3, v0 = 1) 8314 glActiveTexture(texture = GL_TEXTURE1) 8315 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 8316 glUniform1i(location = 4, v0 = 1) 8317 glActiveTexture(texture = GL_TEXTURE0) 8318 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8319 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 8321 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 8322 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8323 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8324 glViewport(x = 0, y = 0, width = 600, height = 450) 8325 glUseProgram(program = 0) 8326 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 8327 glEnable(cap = GL_BLEND) 8328 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 8329 glClear(mask = GL_COLOR_BUFFER_BIT) 8330 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8333 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8334 glFlush() 8336 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 8337 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 8338 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 8339 glDisable(cap = GL_FRAMEBUFFER_SRGB) 8340 glDisable(cap = GL_SCISSOR_TEST) 8341 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8342 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 8343 glClear(mask = GL_COLOR_BUFFER_BIT) 8344 glDisable(cap = GL_SCISSOR_TEST) 8345 glDisable(cap = GL_CULL_FACE) 8346 glFrontFace(mode = GL_CCW) 8347 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 8348 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8349 glDisable(cap = GL_BLEND) 8350 glDisable(cap = GL_DEPTH_TEST) 8351 glDepthMask(flag = GL_FALSE) 8352 glDepthFunc(func = GL_LESS) 8353 glDisable(cap = GL_STENCIL_TEST) 8354 glDisable(cap = GL_POLYGON_OFFSET_FILL) 8355 glUseProgram(program = 1) 8356 glViewport(x = 0, y = 0, width = 600, height = 450) 8357 glDepthRange(zNear = 0, zFar = 1) 8358 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 8359 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 8360 glEnableVertexAttribArray(index = 0) 8361 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 8362 glEnableVertexAttribArray(index = 1) 8363 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8364 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 8365 glUniform1i(location = 3, v0 = 0) 8366 glActiveTexture(texture = GL_TEXTURE1) 8367 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 8368 glUniform1i(location = 4, v0 = 1) 8369 glActiveTexture(texture = GL_TEXTURE0) 8370 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8371 glEnable(cap = GL_BLEND) 8372 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 8373 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 8374 glUseProgram(program = 5) 8375 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8376 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 8377 glUniform1i(location = 3, v0 = 1) 8378 glActiveTexture(texture = GL_TEXTURE1) 8379 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 8380 glUniform1i(location = 4, v0 = 1) 8381 glActiveTexture(texture = GL_TEXTURE0) 8382 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8383 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 8385 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 8386 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8387 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8388 glViewport(x = 0, y = 0, width = 600, height = 450) 8389 glUseProgram(program = 0) 8390 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 8391 glEnable(cap = GL_BLEND) 8392 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 8393 glClear(mask = GL_COLOR_BUFFER_BIT) 8394 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8397 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8398 glFlush() 8400 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 8401 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 8402 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 8403 glDisable(cap = GL_FRAMEBUFFER_SRGB) 8404 glDisable(cap = GL_SCISSOR_TEST) 8405 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8406 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 8407 glClear(mask = GL_COLOR_BUFFER_BIT) 8408 glDisable(cap = GL_SCISSOR_TEST) 8409 glDisable(cap = GL_CULL_FACE) 8410 glFrontFace(mode = GL_CCW) 8411 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 8412 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8413 glDisable(cap = GL_BLEND) 8414 glDisable(cap = GL_DEPTH_TEST) 8415 glDepthMask(flag = GL_FALSE) 8416 glDepthFunc(func = GL_LESS) 8417 glDisable(cap = GL_STENCIL_TEST) 8418 glDisable(cap = GL_POLYGON_OFFSET_FILL) 8419 glUseProgram(program = 1) 8420 glViewport(x = 0, y = 0, width = 600, height = 450) 8421 glDepthRange(zNear = 0, zFar = 1) 8422 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 8423 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 8424 glEnableVertexAttribArray(index = 0) 8425 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 8426 glEnableVertexAttribArray(index = 1) 8427 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8428 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 8429 glUniform1i(location = 3, v0 = 0) 8430 glActiveTexture(texture = GL_TEXTURE1) 8431 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 8432 glUniform1i(location = 4, v0 = 1) 8433 glActiveTexture(texture = GL_TEXTURE0) 8434 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8435 glEnable(cap = GL_BLEND) 8436 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 8437 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 8438 glUseProgram(program = 5) 8439 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8440 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 8441 glUniform1i(location = 3, v0 = 1) 8442 glActiveTexture(texture = GL_TEXTURE1) 8443 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 8444 glUniform1i(location = 4, v0 = 1) 8445 glActiveTexture(texture = GL_TEXTURE0) 8446 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8447 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 8449 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 8450 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8451 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8452 glViewport(x = 0, y = 0, width = 600, height = 450) 8453 glUseProgram(program = 0) 8454 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 8455 glEnable(cap = GL_BLEND) 8456 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 8457 glClear(mask = GL_COLOR_BUFFER_BIT) 8458 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8461 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8462 glFlush() 8464 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 8465 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 8466 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 8467 glDisable(cap = GL_FRAMEBUFFER_SRGB) 8468 glDisable(cap = GL_SCISSOR_TEST) 8469 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8470 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 8471 glClear(mask = GL_COLOR_BUFFER_BIT) 8472 glDisable(cap = GL_SCISSOR_TEST) 8473 glDisable(cap = GL_CULL_FACE) 8474 glFrontFace(mode = GL_CCW) 8475 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 8476 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8477 glDisable(cap = GL_BLEND) 8478 glDisable(cap = GL_DEPTH_TEST) 8479 glDepthMask(flag = GL_FALSE) 8480 glDepthFunc(func = GL_LESS) 8481 glDisable(cap = GL_STENCIL_TEST) 8482 glDisable(cap = GL_POLYGON_OFFSET_FILL) 8483 glUseProgram(program = 1) 8484 glViewport(x = 0, y = 0, width = 600, height = 450) 8485 glDepthRange(zNear = 0, zFar = 1) 8486 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 8487 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 8488 glEnableVertexAttribArray(index = 0) 8489 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 8490 glEnableVertexAttribArray(index = 1) 8491 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8492 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 8493 glUniform1i(location = 3, v0 = 0) 8494 glActiveTexture(texture = GL_TEXTURE1) 8495 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 8496 glUniform1i(location = 4, v0 = 1) 8497 glActiveTexture(texture = GL_TEXTURE0) 8498 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8499 glEnable(cap = GL_BLEND) 8500 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 8501 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 8502 glUseProgram(program = 5) 8503 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8504 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 8505 glUniform1i(location = 3, v0 = 1) 8506 glActiveTexture(texture = GL_TEXTURE1) 8507 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 8508 glUniform1i(location = 4, v0 = 1) 8509 glActiveTexture(texture = GL_TEXTURE0) 8510 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8511 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 8513 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 8514 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8515 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8516 glViewport(x = 0, y = 0, width = 600, height = 450) 8517 glUseProgram(program = 0) 8518 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 8519 glEnable(cap = GL_BLEND) 8520 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 8521 glClear(mask = GL_COLOR_BUFFER_BIT) 8522 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8525 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8526 glFlush() 8528 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 8529 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 8530 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 8531 glDisable(cap = GL_FRAMEBUFFER_SRGB) 8532 glDisable(cap = GL_SCISSOR_TEST) 8533 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8534 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 8535 glClear(mask = GL_COLOR_BUFFER_BIT) 8536 glDisable(cap = GL_SCISSOR_TEST) 8537 glDisable(cap = GL_CULL_FACE) 8538 glFrontFace(mode = GL_CCW) 8539 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 8540 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8541 glDisable(cap = GL_BLEND) 8542 glDisable(cap = GL_DEPTH_TEST) 8543 glDepthMask(flag = GL_FALSE) 8544 glDepthFunc(func = GL_LESS) 8545 glDisable(cap = GL_STENCIL_TEST) 8546 glDisable(cap = GL_POLYGON_OFFSET_FILL) 8547 glUseProgram(program = 1) 8548 glViewport(x = 0, y = 0, width = 600, height = 450) 8549 glDepthRange(zNear = 0, zFar = 1) 8550 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 8551 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 8552 glEnableVertexAttribArray(index = 0) 8553 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 8554 glEnableVertexAttribArray(index = 1) 8555 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8556 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 8557 glUniform1i(location = 3, v0 = 0) 8558 glActiveTexture(texture = GL_TEXTURE1) 8559 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 8560 glUniform1i(location = 4, v0 = 1) 8561 glActiveTexture(texture = GL_TEXTURE0) 8562 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8563 glEnable(cap = GL_BLEND) 8564 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 8565 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 8566 glUseProgram(program = 5) 8567 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8568 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 8569 glUniform1i(location = 3, v0 = 1) 8570 glActiveTexture(texture = GL_TEXTURE1) 8571 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 8572 glUniform1i(location = 4, v0 = 1) 8573 glActiveTexture(texture = GL_TEXTURE0) 8574 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8575 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 8577 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 8578 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8579 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8580 glViewport(x = 0, y = 0, width = 600, height = 450) 8581 glUseProgram(program = 0) 8582 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 8583 glEnable(cap = GL_BLEND) 8584 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 8585 glClear(mask = GL_COLOR_BUFFER_BIT) 8586 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8589 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8590 glFlush() 8592 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 8593 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 8594 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 8595 glDisable(cap = GL_FRAMEBUFFER_SRGB) 8596 glDisable(cap = GL_SCISSOR_TEST) 8597 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8598 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 8599 glClear(mask = GL_COLOR_BUFFER_BIT) 8600 glDisable(cap = GL_SCISSOR_TEST) 8601 glDisable(cap = GL_CULL_FACE) 8602 glFrontFace(mode = GL_CCW) 8603 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 8604 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8605 glDisable(cap = GL_BLEND) 8606 glDisable(cap = GL_DEPTH_TEST) 8607 glDepthMask(flag = GL_FALSE) 8608 glDepthFunc(func = GL_LESS) 8609 glDisable(cap = GL_STENCIL_TEST) 8610 glDisable(cap = GL_POLYGON_OFFSET_FILL) 8611 glUseProgram(program = 1) 8612 glViewport(x = 0, y = 0, width = 600, height = 450) 8613 glDepthRange(zNear = 0, zFar = 1) 8614 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 8615 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 8616 glEnableVertexAttribArray(index = 0) 8617 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 8618 glEnableVertexAttribArray(index = 1) 8619 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8620 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 8621 glUniform1i(location = 3, v0 = 0) 8622 glActiveTexture(texture = GL_TEXTURE1) 8623 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 8624 glUniform1i(location = 4, v0 = 1) 8625 glActiveTexture(texture = GL_TEXTURE0) 8626 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8627 glEnable(cap = GL_BLEND) 8628 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 8629 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 8630 glUseProgram(program = 5) 8631 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8632 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 8633 glUniform1i(location = 3, v0 = 1) 8634 glActiveTexture(texture = GL_TEXTURE1) 8635 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 8636 glUniform1i(location = 4, v0 = 1) 8637 glActiveTexture(texture = GL_TEXTURE0) 8638 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8639 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 8641 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 8642 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8643 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8644 glViewport(x = 0, y = 0, width = 600, height = 450) 8645 glUseProgram(program = 0) 8646 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 8647 glEnable(cap = GL_BLEND) 8648 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 8649 glClear(mask = GL_COLOR_BUFFER_BIT) 8650 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8653 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8654 glFlush() 8656 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 8657 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 8658 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 8659 glDisable(cap = GL_FRAMEBUFFER_SRGB) 8660 glDisable(cap = GL_SCISSOR_TEST) 8661 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8662 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 8663 glClear(mask = GL_COLOR_BUFFER_BIT) 8664 glDisable(cap = GL_SCISSOR_TEST) 8665 glDisable(cap = GL_CULL_FACE) 8666 glFrontFace(mode = GL_CCW) 8667 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 8668 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8669 glDisable(cap = GL_BLEND) 8670 glDisable(cap = GL_DEPTH_TEST) 8671 glDepthMask(flag = GL_FALSE) 8672 glDepthFunc(func = GL_LESS) 8673 glDisable(cap = GL_STENCIL_TEST) 8674 glDisable(cap = GL_POLYGON_OFFSET_FILL) 8675 glUseProgram(program = 1) 8676 glViewport(x = 0, y = 0, width = 600, height = 450) 8677 glDepthRange(zNear = 0, zFar = 1) 8678 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 8679 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 8680 glEnableVertexAttribArray(index = 0) 8681 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 8682 glEnableVertexAttribArray(index = 1) 8683 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8684 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 8685 glUniform1i(location = 3, v0 = 0) 8686 glActiveTexture(texture = GL_TEXTURE1) 8687 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 8688 glUniform1i(location = 4, v0 = 1) 8689 glActiveTexture(texture = GL_TEXTURE0) 8690 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8691 glEnable(cap = GL_BLEND) 8692 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 8693 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 8694 glUseProgram(program = 5) 8695 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8696 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 8697 glUniform1i(location = 3, v0 = 1) 8698 glActiveTexture(texture = GL_TEXTURE1) 8699 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 8700 glUniform1i(location = 4, v0 = 1) 8701 glActiveTexture(texture = GL_TEXTURE0) 8702 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8703 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 8705 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 8706 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8707 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8708 glViewport(x = 0, y = 0, width = 600, height = 450) 8709 glUseProgram(program = 0) 8710 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 8711 glEnable(cap = GL_BLEND) 8712 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 8713 glClear(mask = GL_COLOR_BUFFER_BIT) 8714 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8717 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8718 glFlush() 8720 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 8721 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 8722 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 8723 glDisable(cap = GL_FRAMEBUFFER_SRGB) 8724 glDisable(cap = GL_SCISSOR_TEST) 8725 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8726 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 8727 glClear(mask = GL_COLOR_BUFFER_BIT) 8728 glDisable(cap = GL_SCISSOR_TEST) 8729 glDisable(cap = GL_CULL_FACE) 8730 glFrontFace(mode = GL_CCW) 8731 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 8732 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8733 glDisable(cap = GL_BLEND) 8734 glDisable(cap = GL_DEPTH_TEST) 8735 glDepthMask(flag = GL_FALSE) 8736 glDepthFunc(func = GL_LESS) 8737 glDisable(cap = GL_STENCIL_TEST) 8738 glDisable(cap = GL_POLYGON_OFFSET_FILL) 8739 glUseProgram(program = 1) 8740 glViewport(x = 0, y = 0, width = 600, height = 450) 8741 glDepthRange(zNear = 0, zFar = 1) 8742 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 8743 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 8744 glEnableVertexAttribArray(index = 0) 8745 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 8746 glEnableVertexAttribArray(index = 1) 8747 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8748 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 8749 glUniform1i(location = 3, v0 = 0) 8750 glActiveTexture(texture = GL_TEXTURE1) 8751 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 8752 glUniform1i(location = 4, v0 = 1) 8753 glActiveTexture(texture = GL_TEXTURE0) 8754 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8755 glEnable(cap = GL_BLEND) 8756 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 8757 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 8758 glUseProgram(program = 5) 8759 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8760 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 8761 glUniform1i(location = 3, v0 = 1) 8762 glActiveTexture(texture = GL_TEXTURE1) 8763 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 8764 glUniform1i(location = 4, v0 = 1) 8765 glActiveTexture(texture = GL_TEXTURE0) 8766 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8767 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 8769 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 8770 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8771 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8772 glViewport(x = 0, y = 0, width = 600, height = 450) 8773 glUseProgram(program = 0) 8774 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 8775 glEnable(cap = GL_BLEND) 8776 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 8777 glClear(mask = GL_COLOR_BUFFER_BIT) 8778 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8781 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8782 glFlush() 8784 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 8785 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 8786 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 8787 glDisable(cap = GL_FRAMEBUFFER_SRGB) 8788 glDisable(cap = GL_SCISSOR_TEST) 8789 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8790 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 8791 glClear(mask = GL_COLOR_BUFFER_BIT) 8792 glDisable(cap = GL_SCISSOR_TEST) 8793 glDisable(cap = GL_CULL_FACE) 8794 glFrontFace(mode = GL_CCW) 8795 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 8796 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8797 glDisable(cap = GL_BLEND) 8798 glDisable(cap = GL_DEPTH_TEST) 8799 glDepthMask(flag = GL_FALSE) 8800 glDepthFunc(func = GL_LESS) 8801 glDisable(cap = GL_STENCIL_TEST) 8802 glDisable(cap = GL_POLYGON_OFFSET_FILL) 8803 glUseProgram(program = 1) 8804 glViewport(x = 0, y = 0, width = 600, height = 450) 8805 glDepthRange(zNear = 0, zFar = 1) 8806 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 8807 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 8808 glEnableVertexAttribArray(index = 0) 8809 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 8810 glEnableVertexAttribArray(index = 1) 8811 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8812 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 8813 glUniform1i(location = 3, v0 = 0) 8814 glActiveTexture(texture = GL_TEXTURE1) 8815 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 8816 glUniform1i(location = 4, v0 = 1) 8817 glActiveTexture(texture = GL_TEXTURE0) 8818 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8819 glEnable(cap = GL_BLEND) 8820 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 8821 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 8822 glUseProgram(program = 5) 8823 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8824 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 8825 glUniform1i(location = 3, v0 = 1) 8826 glActiveTexture(texture = GL_TEXTURE1) 8827 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 8828 glUniform1i(location = 4, v0 = 1) 8829 glActiveTexture(texture = GL_TEXTURE0) 8830 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8831 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 8833 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 8834 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8835 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8836 glViewport(x = 0, y = 0, width = 600, height = 450) 8837 glUseProgram(program = 0) 8838 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 8839 glEnable(cap = GL_BLEND) 8840 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 8841 glClear(mask = GL_COLOR_BUFFER_BIT) 8842 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8845 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8846 glFlush() 8848 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 8849 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 8850 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 8851 glDisable(cap = GL_FRAMEBUFFER_SRGB) 8852 glDisable(cap = GL_SCISSOR_TEST) 8853 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8854 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 8855 glClear(mask = GL_COLOR_BUFFER_BIT) 8856 glDisable(cap = GL_SCISSOR_TEST) 8857 glDisable(cap = GL_CULL_FACE) 8858 glFrontFace(mode = GL_CCW) 8859 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 8860 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8861 glDisable(cap = GL_BLEND) 8862 glDisable(cap = GL_DEPTH_TEST) 8863 glDepthMask(flag = GL_FALSE) 8864 glDepthFunc(func = GL_LESS) 8865 glDisable(cap = GL_STENCIL_TEST) 8866 glDisable(cap = GL_POLYGON_OFFSET_FILL) 8867 glUseProgram(program = 1) 8868 glViewport(x = 0, y = 0, width = 600, height = 450) 8869 glDepthRange(zNear = 0, zFar = 1) 8870 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 8871 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 8872 glEnableVertexAttribArray(index = 0) 8873 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 8874 glEnableVertexAttribArray(index = 1) 8875 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8876 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 8877 glUniform1i(location = 3, v0 = 0) 8878 glActiveTexture(texture = GL_TEXTURE1) 8879 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 8880 glUniform1i(location = 4, v0 = 1) 8881 glActiveTexture(texture = GL_TEXTURE0) 8882 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8883 glEnable(cap = GL_BLEND) 8884 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 8885 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 8886 glUseProgram(program = 5) 8887 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8888 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 8889 glUniform1i(location = 3, v0 = 1) 8890 glActiveTexture(texture = GL_TEXTURE1) 8891 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 8892 glUniform1i(location = 4, v0 = 1) 8893 glActiveTexture(texture = GL_TEXTURE0) 8894 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8895 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 8897 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 8898 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8899 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8900 glViewport(x = 0, y = 0, width = 600, height = 450) 8901 glUseProgram(program = 0) 8902 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 8903 glEnable(cap = GL_BLEND) 8904 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 8905 glClear(mask = GL_COLOR_BUFFER_BIT) 8906 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8909 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8910 glFlush() 8912 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 8913 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 8914 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 8915 glDisable(cap = GL_FRAMEBUFFER_SRGB) 8916 glDisable(cap = GL_SCISSOR_TEST) 8917 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8918 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 8919 glClear(mask = GL_COLOR_BUFFER_BIT) 8920 glDisable(cap = GL_SCISSOR_TEST) 8921 glDisable(cap = GL_CULL_FACE) 8922 glFrontFace(mode = GL_CCW) 8923 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 8924 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8925 glDisable(cap = GL_BLEND) 8926 glDisable(cap = GL_DEPTH_TEST) 8927 glDepthMask(flag = GL_FALSE) 8928 glDepthFunc(func = GL_LESS) 8929 glDisable(cap = GL_STENCIL_TEST) 8930 glDisable(cap = GL_POLYGON_OFFSET_FILL) 8931 glUseProgram(program = 1) 8932 glViewport(x = 0, y = 0, width = 600, height = 450) 8933 glDepthRange(zNear = 0, zFar = 1) 8934 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 8935 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 8936 glEnableVertexAttribArray(index = 0) 8937 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 8938 glEnableVertexAttribArray(index = 1) 8939 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8940 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 8941 glUniform1i(location = 3, v0 = 0) 8942 glActiveTexture(texture = GL_TEXTURE1) 8943 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 8944 glUniform1i(location = 4, v0 = 1) 8945 glActiveTexture(texture = GL_TEXTURE0) 8946 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8947 glEnable(cap = GL_BLEND) 8948 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 8949 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 8950 glUseProgram(program = 5) 8951 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 8952 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 8953 glUniform1i(location = 3, v0 = 1) 8954 glActiveTexture(texture = GL_TEXTURE1) 8955 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 8956 glUniform1i(location = 4, v0 = 1) 8957 glActiveTexture(texture = GL_TEXTURE0) 8958 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 8959 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 8961 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 8962 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8963 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8964 glViewport(x = 0, y = 0, width = 600, height = 450) 8965 glUseProgram(program = 0) 8966 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 8967 glEnable(cap = GL_BLEND) 8968 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 8969 glClear(mask = GL_COLOR_BUFFER_BIT) 8970 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 8973 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 8974 glFlush() 8976 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 8977 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 8978 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 8979 glDisable(cap = GL_FRAMEBUFFER_SRGB) 8980 glDisable(cap = GL_SCISSOR_TEST) 8981 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8982 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 8983 glClear(mask = GL_COLOR_BUFFER_BIT) 8984 glDisable(cap = GL_SCISSOR_TEST) 8985 glDisable(cap = GL_CULL_FACE) 8986 glFrontFace(mode = GL_CCW) 8987 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 8988 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 8989 glDisable(cap = GL_BLEND) 8990 glDisable(cap = GL_DEPTH_TEST) 8991 glDepthMask(flag = GL_FALSE) 8992 glDepthFunc(func = GL_LESS) 8993 glDisable(cap = GL_STENCIL_TEST) 8994 glDisable(cap = GL_POLYGON_OFFSET_FILL) 8995 glUseProgram(program = 1) 8996 glViewport(x = 0, y = 0, width = 600, height = 450) 8997 glDepthRange(zNear = 0, zFar = 1) 8998 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 8999 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 9000 glEnableVertexAttribArray(index = 0) 9001 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 9002 glEnableVertexAttribArray(index = 1) 9003 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9004 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 9005 glUniform1i(location = 3, v0 = 0) 9006 glActiveTexture(texture = GL_TEXTURE1) 9007 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 9008 glUniform1i(location = 4, v0 = 1) 9009 glActiveTexture(texture = GL_TEXTURE0) 9010 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9011 glEnable(cap = GL_BLEND) 9012 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 9013 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 9014 glUseProgram(program = 5) 9015 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9016 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 9017 glUniform1i(location = 3, v0 = 1) 9018 glActiveTexture(texture = GL_TEXTURE1) 9019 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 9020 glUniform1i(location = 4, v0 = 1) 9021 glActiveTexture(texture = GL_TEXTURE0) 9022 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9023 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 9025 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 9026 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9027 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9028 glViewport(x = 0, y = 0, width = 600, height = 450) 9029 glUseProgram(program = 0) 9030 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 9031 glEnable(cap = GL_BLEND) 9032 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 9033 glClear(mask = GL_COLOR_BUFFER_BIT) 9034 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9037 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9038 glFlush() 9040 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 9041 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 9042 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 9043 glDisable(cap = GL_FRAMEBUFFER_SRGB) 9044 glDisable(cap = GL_SCISSOR_TEST) 9045 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9046 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 9047 glClear(mask = GL_COLOR_BUFFER_BIT) 9048 glDisable(cap = GL_SCISSOR_TEST) 9049 glDisable(cap = GL_CULL_FACE) 9050 glFrontFace(mode = GL_CCW) 9051 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 9052 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9053 glDisable(cap = GL_BLEND) 9054 glDisable(cap = GL_DEPTH_TEST) 9055 glDepthMask(flag = GL_FALSE) 9056 glDepthFunc(func = GL_LESS) 9057 glDisable(cap = GL_STENCIL_TEST) 9058 glDisable(cap = GL_POLYGON_OFFSET_FILL) 9059 glUseProgram(program = 1) 9060 glViewport(x = 0, y = 0, width = 600, height = 450) 9061 glDepthRange(zNear = 0, zFar = 1) 9062 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 9063 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 9064 glEnableVertexAttribArray(index = 0) 9065 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 9066 glEnableVertexAttribArray(index = 1) 9067 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9068 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 9069 glUniform1i(location = 3, v0 = 0) 9070 glActiveTexture(texture = GL_TEXTURE1) 9071 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 9072 glUniform1i(location = 4, v0 = 1) 9073 glActiveTexture(texture = GL_TEXTURE0) 9074 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9075 glEnable(cap = GL_BLEND) 9076 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 9077 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 9078 glUseProgram(program = 5) 9079 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9080 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 9081 glUniform1i(location = 3, v0 = 1) 9082 glActiveTexture(texture = GL_TEXTURE1) 9083 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 9084 glUniform1i(location = 4, v0 = 1) 9085 glActiveTexture(texture = GL_TEXTURE0) 9086 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9087 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 9089 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 9090 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9091 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9092 glViewport(x = 0, y = 0, width = 600, height = 450) 9093 glUseProgram(program = 0) 9094 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 9095 glEnable(cap = GL_BLEND) 9096 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 9097 glClear(mask = GL_COLOR_BUFFER_BIT) 9098 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9101 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9102 glFlush() 9104 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 9105 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 9106 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 9107 glDisable(cap = GL_FRAMEBUFFER_SRGB) 9108 glDisable(cap = GL_SCISSOR_TEST) 9109 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9110 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 9111 glClear(mask = GL_COLOR_BUFFER_BIT) 9112 glDisable(cap = GL_SCISSOR_TEST) 9113 glDisable(cap = GL_CULL_FACE) 9114 glFrontFace(mode = GL_CCW) 9115 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 9116 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9117 glDisable(cap = GL_BLEND) 9118 glDisable(cap = GL_DEPTH_TEST) 9119 glDepthMask(flag = GL_FALSE) 9120 glDepthFunc(func = GL_LESS) 9121 glDisable(cap = GL_STENCIL_TEST) 9122 glDisable(cap = GL_POLYGON_OFFSET_FILL) 9123 glUseProgram(program = 1) 9124 glViewport(x = 0, y = 0, width = 600, height = 450) 9125 glDepthRange(zNear = 0, zFar = 1) 9126 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 9127 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 9128 glEnableVertexAttribArray(index = 0) 9129 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 9130 glEnableVertexAttribArray(index = 1) 9131 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9132 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 9133 glUniform1i(location = 3, v0 = 0) 9134 glActiveTexture(texture = GL_TEXTURE1) 9135 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 9136 glUniform1i(location = 4, v0 = 1) 9137 glActiveTexture(texture = GL_TEXTURE0) 9138 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9139 glEnable(cap = GL_BLEND) 9140 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 9141 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 9142 glUseProgram(program = 5) 9143 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9144 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 9145 glUniform1i(location = 3, v0 = 1) 9146 glActiveTexture(texture = GL_TEXTURE1) 9147 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 9148 glUniform1i(location = 4, v0 = 1) 9149 glActiveTexture(texture = GL_TEXTURE0) 9150 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9151 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 9153 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 9154 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9155 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9156 glViewport(x = 0, y = 0, width = 600, height = 450) 9157 glUseProgram(program = 0) 9158 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 9159 glEnable(cap = GL_BLEND) 9160 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 9161 glClear(mask = GL_COLOR_BUFFER_BIT) 9162 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9165 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9166 glFlush() 9168 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 9169 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 9170 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 9171 glDisable(cap = GL_FRAMEBUFFER_SRGB) 9172 glDisable(cap = GL_SCISSOR_TEST) 9173 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9174 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 9175 glClear(mask = GL_COLOR_BUFFER_BIT) 9176 glDisable(cap = GL_SCISSOR_TEST) 9177 glDisable(cap = GL_CULL_FACE) 9178 glFrontFace(mode = GL_CCW) 9179 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 9180 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9181 glDisable(cap = GL_BLEND) 9182 glDisable(cap = GL_DEPTH_TEST) 9183 glDepthMask(flag = GL_FALSE) 9184 glDepthFunc(func = GL_LESS) 9185 glDisable(cap = GL_STENCIL_TEST) 9186 glDisable(cap = GL_POLYGON_OFFSET_FILL) 9187 glUseProgram(program = 1) 9188 glViewport(x = 0, y = 0, width = 600, height = 450) 9189 glDepthRange(zNear = 0, zFar = 1) 9190 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 9191 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 9192 glEnableVertexAttribArray(index = 0) 9193 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 9194 glEnableVertexAttribArray(index = 1) 9195 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9196 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 9197 glUniform1i(location = 3, v0 = 0) 9198 glActiveTexture(texture = GL_TEXTURE1) 9199 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 9200 glUniform1i(location = 4, v0 = 1) 9201 glActiveTexture(texture = GL_TEXTURE0) 9202 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9203 glEnable(cap = GL_BLEND) 9204 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 9205 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 9206 glUseProgram(program = 5) 9207 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9208 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 9209 glUniform1i(location = 3, v0 = 1) 9210 glActiveTexture(texture = GL_TEXTURE1) 9211 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 9212 glUniform1i(location = 4, v0 = 1) 9213 glActiveTexture(texture = GL_TEXTURE0) 9214 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9215 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 9217 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 9218 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9219 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9220 glViewport(x = 0, y = 0, width = 600, height = 450) 9221 glUseProgram(program = 0) 9222 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 9223 glEnable(cap = GL_BLEND) 9224 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 9225 glClear(mask = GL_COLOR_BUFFER_BIT) 9226 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9229 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9230 glFlush() 9232 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 9233 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 9234 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 9235 glDisable(cap = GL_FRAMEBUFFER_SRGB) 9236 glDisable(cap = GL_SCISSOR_TEST) 9237 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9238 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 9239 glClear(mask = GL_COLOR_BUFFER_BIT) 9240 glDisable(cap = GL_SCISSOR_TEST) 9241 glDisable(cap = GL_CULL_FACE) 9242 glFrontFace(mode = GL_CCW) 9243 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 9244 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9245 glDisable(cap = GL_BLEND) 9246 glDisable(cap = GL_DEPTH_TEST) 9247 glDepthMask(flag = GL_FALSE) 9248 glDepthFunc(func = GL_LESS) 9249 glDisable(cap = GL_STENCIL_TEST) 9250 glDisable(cap = GL_POLYGON_OFFSET_FILL) 9251 glUseProgram(program = 1) 9252 glViewport(x = 0, y = 0, width = 600, height = 450) 9253 glDepthRange(zNear = 0, zFar = 1) 9254 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 9255 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 9256 glEnableVertexAttribArray(index = 0) 9257 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 9258 glEnableVertexAttribArray(index = 1) 9259 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9260 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 9261 glUniform1i(location = 3, v0 = 0) 9262 glActiveTexture(texture = GL_TEXTURE1) 9263 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 9264 glUniform1i(location = 4, v0 = 1) 9265 glActiveTexture(texture = GL_TEXTURE0) 9266 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9267 glEnable(cap = GL_BLEND) 9268 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 9269 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 9270 glUseProgram(program = 5) 9271 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9272 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 9273 glUniform1i(location = 3, v0 = 1) 9274 glActiveTexture(texture = GL_TEXTURE1) 9275 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 9276 glUniform1i(location = 4, v0 = 1) 9277 glActiveTexture(texture = GL_TEXTURE0) 9278 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9279 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 9281 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 9282 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9283 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9284 glViewport(x = 0, y = 0, width = 600, height = 450) 9285 glUseProgram(program = 0) 9286 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 9287 glEnable(cap = GL_BLEND) 9288 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 9289 glClear(mask = GL_COLOR_BUFFER_BIT) 9290 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9293 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9294 glFlush() 9296 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 9297 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 9298 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 9299 glDisable(cap = GL_FRAMEBUFFER_SRGB) 9300 glDisable(cap = GL_SCISSOR_TEST) 9301 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9302 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 9303 glClear(mask = GL_COLOR_BUFFER_BIT) 9304 glDisable(cap = GL_SCISSOR_TEST) 9305 glDisable(cap = GL_CULL_FACE) 9306 glFrontFace(mode = GL_CCW) 9307 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 9308 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9309 glDisable(cap = GL_BLEND) 9310 glDisable(cap = GL_DEPTH_TEST) 9311 glDepthMask(flag = GL_FALSE) 9312 glDepthFunc(func = GL_LESS) 9313 glDisable(cap = GL_STENCIL_TEST) 9314 glDisable(cap = GL_POLYGON_OFFSET_FILL) 9315 glUseProgram(program = 1) 9316 glViewport(x = 0, y = 0, width = 600, height = 450) 9317 glDepthRange(zNear = 0, zFar = 1) 9318 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 9319 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 9320 glEnableVertexAttribArray(index = 0) 9321 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 9322 glEnableVertexAttribArray(index = 1) 9323 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9324 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 9325 glUniform1i(location = 3, v0 = 0) 9326 glActiveTexture(texture = GL_TEXTURE1) 9327 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 9328 glUniform1i(location = 4, v0 = 1) 9329 glActiveTexture(texture = GL_TEXTURE0) 9330 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9331 glEnable(cap = GL_BLEND) 9332 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 9333 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 9334 glUseProgram(program = 5) 9335 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9336 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 9337 glUniform1i(location = 3, v0 = 1) 9338 glActiveTexture(texture = GL_TEXTURE1) 9339 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 9340 glUniform1i(location = 4, v0 = 1) 9341 glActiveTexture(texture = GL_TEXTURE0) 9342 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9343 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 9345 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 9346 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9347 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9348 glViewport(x = 0, y = 0, width = 600, height = 450) 9349 glUseProgram(program = 0) 9350 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 9351 glEnable(cap = GL_BLEND) 9352 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 9353 glClear(mask = GL_COLOR_BUFFER_BIT) 9354 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9357 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9358 glFlush() 9360 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 9361 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 9362 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 9363 glDisable(cap = GL_FRAMEBUFFER_SRGB) 9364 glDisable(cap = GL_SCISSOR_TEST) 9365 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9366 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 9367 glClear(mask = GL_COLOR_BUFFER_BIT) 9368 glDisable(cap = GL_SCISSOR_TEST) 9369 glDisable(cap = GL_CULL_FACE) 9370 glFrontFace(mode = GL_CCW) 9371 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 9372 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9373 glDisable(cap = GL_BLEND) 9374 glDisable(cap = GL_DEPTH_TEST) 9375 glDepthMask(flag = GL_FALSE) 9376 glDepthFunc(func = GL_LESS) 9377 glDisable(cap = GL_STENCIL_TEST) 9378 glDisable(cap = GL_POLYGON_OFFSET_FILL) 9379 glUseProgram(program = 1) 9380 glViewport(x = 0, y = 0, width = 600, height = 450) 9381 glDepthRange(zNear = 0, zFar = 1) 9382 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 9383 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 9384 glEnableVertexAttribArray(index = 0) 9385 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 9386 glEnableVertexAttribArray(index = 1) 9387 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9388 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 9389 glUniform1i(location = 3, v0 = 0) 9390 glActiveTexture(texture = GL_TEXTURE1) 9391 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 9392 glUniform1i(location = 4, v0 = 1) 9393 glActiveTexture(texture = GL_TEXTURE0) 9394 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9395 glEnable(cap = GL_BLEND) 9396 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 9397 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 9398 glUseProgram(program = 5) 9399 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9400 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 9401 glUniform1i(location = 3, v0 = 1) 9402 glActiveTexture(texture = GL_TEXTURE1) 9403 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 9404 glUniform1i(location = 4, v0 = 1) 9405 glActiveTexture(texture = GL_TEXTURE0) 9406 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9407 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 9409 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 9410 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9411 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9412 glViewport(x = 0, y = 0, width = 600, height = 450) 9413 glUseProgram(program = 0) 9414 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 9415 glEnable(cap = GL_BLEND) 9416 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 9417 glClear(mask = GL_COLOR_BUFFER_BIT) 9418 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9421 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9422 glFlush() 9424 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 9425 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 9426 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 9427 glDisable(cap = GL_FRAMEBUFFER_SRGB) 9428 glDisable(cap = GL_SCISSOR_TEST) 9429 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9430 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 9431 glClear(mask = GL_COLOR_BUFFER_BIT) 9432 glDisable(cap = GL_SCISSOR_TEST) 9433 glDisable(cap = GL_CULL_FACE) 9434 glFrontFace(mode = GL_CCW) 9435 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 9436 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9437 glDisable(cap = GL_BLEND) 9438 glDisable(cap = GL_DEPTH_TEST) 9439 glDepthMask(flag = GL_FALSE) 9440 glDepthFunc(func = GL_LESS) 9441 glDisable(cap = GL_STENCIL_TEST) 9442 glDisable(cap = GL_POLYGON_OFFSET_FILL) 9443 glUseProgram(program = 1) 9444 glViewport(x = 0, y = 0, width = 600, height = 450) 9445 glDepthRange(zNear = 0, zFar = 1) 9446 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 9447 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 9448 glEnableVertexAttribArray(index = 0) 9449 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 9450 glEnableVertexAttribArray(index = 1) 9451 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9452 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 9453 glUniform1i(location = 3, v0 = 0) 9454 glActiveTexture(texture = GL_TEXTURE1) 9455 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 9456 glUniform1i(location = 4, v0 = 1) 9457 glActiveTexture(texture = GL_TEXTURE0) 9458 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9459 glEnable(cap = GL_BLEND) 9460 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 9461 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 9462 glUseProgram(program = 5) 9463 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9464 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 9465 glUniform1i(location = 3, v0 = 1) 9466 glActiveTexture(texture = GL_TEXTURE1) 9467 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 9468 glUniform1i(location = 4, v0 = 1) 9469 glActiveTexture(texture = GL_TEXTURE0) 9470 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9471 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 9473 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 9474 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9475 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9476 glViewport(x = 0, y = 0, width = 600, height = 450) 9477 glUseProgram(program = 0) 9478 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 9479 glEnable(cap = GL_BLEND) 9480 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 9481 glClear(mask = GL_COLOR_BUFFER_BIT) 9482 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9485 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9486 glFlush() 9488 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 9489 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 9490 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 9491 glDisable(cap = GL_FRAMEBUFFER_SRGB) 9492 glDisable(cap = GL_SCISSOR_TEST) 9493 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9494 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 9495 glClear(mask = GL_COLOR_BUFFER_BIT) 9496 glDisable(cap = GL_SCISSOR_TEST) 9497 glDisable(cap = GL_CULL_FACE) 9498 glFrontFace(mode = GL_CCW) 9499 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 9500 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9501 glDisable(cap = GL_BLEND) 9502 glDisable(cap = GL_DEPTH_TEST) 9503 glDepthMask(flag = GL_FALSE) 9504 glDepthFunc(func = GL_LESS) 9505 glDisable(cap = GL_STENCIL_TEST) 9506 glDisable(cap = GL_POLYGON_OFFSET_FILL) 9507 glUseProgram(program = 1) 9508 glViewport(x = 0, y = 0, width = 600, height = 450) 9509 glDepthRange(zNear = 0, zFar = 1) 9510 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 9511 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 9512 glEnableVertexAttribArray(index = 0) 9513 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 9514 glEnableVertexAttribArray(index = 1) 9515 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9516 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 9517 glUniform1i(location = 3, v0 = 0) 9518 glActiveTexture(texture = GL_TEXTURE1) 9519 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 9520 glUniform1i(location = 4, v0 = 1) 9521 glActiveTexture(texture = GL_TEXTURE0) 9522 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9523 glEnable(cap = GL_BLEND) 9524 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 9525 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 9526 glUseProgram(program = 5) 9527 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9528 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 9529 glUniform1i(location = 3, v0 = 1) 9530 glActiveTexture(texture = GL_TEXTURE1) 9531 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 9532 glUniform1i(location = 4, v0 = 1) 9533 glActiveTexture(texture = GL_TEXTURE0) 9534 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9535 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 9537 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 9538 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9539 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9540 glViewport(x = 0, y = 0, width = 600, height = 450) 9541 glUseProgram(program = 0) 9542 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 9543 glEnable(cap = GL_BLEND) 9544 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 9545 glClear(mask = GL_COLOR_BUFFER_BIT) 9546 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9549 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9550 glFlush() 9552 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 9553 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 9554 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 9555 glDisable(cap = GL_FRAMEBUFFER_SRGB) 9556 glDisable(cap = GL_SCISSOR_TEST) 9557 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9558 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 9559 glClear(mask = GL_COLOR_BUFFER_BIT) 9560 glDisable(cap = GL_SCISSOR_TEST) 9561 glDisable(cap = GL_CULL_FACE) 9562 glFrontFace(mode = GL_CCW) 9563 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 9564 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9565 glDisable(cap = GL_BLEND) 9566 glDisable(cap = GL_DEPTH_TEST) 9567 glDepthMask(flag = GL_FALSE) 9568 glDepthFunc(func = GL_LESS) 9569 glDisable(cap = GL_STENCIL_TEST) 9570 glDisable(cap = GL_POLYGON_OFFSET_FILL) 9571 glUseProgram(program = 1) 9572 glViewport(x = 0, y = 0, width = 600, height = 450) 9573 glDepthRange(zNear = 0, zFar = 1) 9574 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 9575 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 9576 glEnableVertexAttribArray(index = 0) 9577 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 9578 glEnableVertexAttribArray(index = 1) 9579 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9580 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 9581 glUniform1i(location = 3, v0 = 0) 9582 glActiveTexture(texture = GL_TEXTURE1) 9583 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 9584 glUniform1i(location = 4, v0 = 1) 9585 glActiveTexture(texture = GL_TEXTURE0) 9586 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9587 glEnable(cap = GL_BLEND) 9588 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 9589 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 9590 glUseProgram(program = 5) 9591 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9592 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 9593 glUniform1i(location = 3, v0 = 1) 9594 glActiveTexture(texture = GL_TEXTURE1) 9595 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 9596 glUniform1i(location = 4, v0 = 1) 9597 glActiveTexture(texture = GL_TEXTURE0) 9598 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9599 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 9601 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 9602 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9603 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9604 glViewport(x = 0, y = 0, width = 600, height = 450) 9605 glUseProgram(program = 0) 9606 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 9607 glEnable(cap = GL_BLEND) 9608 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 9609 glClear(mask = GL_COLOR_BUFFER_BIT) 9610 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9613 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9614 glFlush() 9616 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 9617 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 9618 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 9619 glDisable(cap = GL_FRAMEBUFFER_SRGB) 9620 glDisable(cap = GL_SCISSOR_TEST) 9621 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9622 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 9623 glClear(mask = GL_COLOR_BUFFER_BIT) 9624 glDisable(cap = GL_SCISSOR_TEST) 9625 glDisable(cap = GL_CULL_FACE) 9626 glFrontFace(mode = GL_CCW) 9627 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 9628 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9629 glDisable(cap = GL_BLEND) 9630 glDisable(cap = GL_DEPTH_TEST) 9631 glDepthMask(flag = GL_FALSE) 9632 glDepthFunc(func = GL_LESS) 9633 glDisable(cap = GL_STENCIL_TEST) 9634 glDisable(cap = GL_POLYGON_OFFSET_FILL) 9635 glUseProgram(program = 1) 9636 glViewport(x = 0, y = 0, width = 600, height = 450) 9637 glDepthRange(zNear = 0, zFar = 1) 9638 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 9639 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 9640 glEnableVertexAttribArray(index = 0) 9641 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 9642 glEnableVertexAttribArray(index = 1) 9643 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9644 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 9645 glUniform1i(location = 3, v0 = 0) 9646 glActiveTexture(texture = GL_TEXTURE1) 9647 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 9648 glUniform1i(location = 4, v0 = 1) 9649 glActiveTexture(texture = GL_TEXTURE0) 9650 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9651 glEnable(cap = GL_BLEND) 9652 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 9653 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 9654 glUseProgram(program = 5) 9655 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9656 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 9657 glUniform1i(location = 3, v0 = 1) 9658 glActiveTexture(texture = GL_TEXTURE1) 9659 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 9660 glUniform1i(location = 4, v0 = 1) 9661 glActiveTexture(texture = GL_TEXTURE0) 9662 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9663 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 9665 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 9666 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9667 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9668 glViewport(x = 0, y = 0, width = 600, height = 450) 9669 glUseProgram(program = 0) 9670 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 9671 glEnable(cap = GL_BLEND) 9672 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 9673 glClear(mask = GL_COLOR_BUFFER_BIT) 9674 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9677 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9678 glFlush() 9680 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 9681 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 9682 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 9683 glDisable(cap = GL_FRAMEBUFFER_SRGB) 9684 glDisable(cap = GL_SCISSOR_TEST) 9685 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9686 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 9687 glClear(mask = GL_COLOR_BUFFER_BIT) 9688 glDisable(cap = GL_SCISSOR_TEST) 9689 glDisable(cap = GL_CULL_FACE) 9690 glFrontFace(mode = GL_CCW) 9691 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 9692 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9693 glDisable(cap = GL_BLEND) 9694 glDisable(cap = GL_DEPTH_TEST) 9695 glDepthMask(flag = GL_FALSE) 9696 glDepthFunc(func = GL_LESS) 9697 glDisable(cap = GL_STENCIL_TEST) 9698 glDisable(cap = GL_POLYGON_OFFSET_FILL) 9699 glUseProgram(program = 1) 9700 glViewport(x = 0, y = 0, width = 600, height = 450) 9701 glDepthRange(zNear = 0, zFar = 1) 9702 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 9703 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 9704 glEnableVertexAttribArray(index = 0) 9705 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 9706 glEnableVertexAttribArray(index = 1) 9707 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9708 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 9709 glUniform1i(location = 3, v0 = 0) 9710 glActiveTexture(texture = GL_TEXTURE1) 9711 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 9712 glUniform1i(location = 4, v0 = 1) 9713 glActiveTexture(texture = GL_TEXTURE0) 9714 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9715 glEnable(cap = GL_BLEND) 9716 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 9717 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 9718 glUseProgram(program = 5) 9719 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9720 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 9721 glUniform1i(location = 3, v0 = 1) 9722 glActiveTexture(texture = GL_TEXTURE1) 9723 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 9724 glUniform1i(location = 4, v0 = 1) 9725 glActiveTexture(texture = GL_TEXTURE0) 9726 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9727 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 9729 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 9730 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9731 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9732 glViewport(x = 0, y = 0, width = 600, height = 450) 9733 glUseProgram(program = 0) 9734 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 9735 glEnable(cap = GL_BLEND) 9736 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 9737 glClear(mask = GL_COLOR_BUFFER_BIT) 9738 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9741 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9742 glFlush() 9744 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 9745 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 9746 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 9747 glDisable(cap = GL_FRAMEBUFFER_SRGB) 9748 glDisable(cap = GL_SCISSOR_TEST) 9749 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9750 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 9751 glClear(mask = GL_COLOR_BUFFER_BIT) 9752 glDisable(cap = GL_SCISSOR_TEST) 9753 glDisable(cap = GL_CULL_FACE) 9754 glFrontFace(mode = GL_CCW) 9755 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 9756 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9757 glDisable(cap = GL_BLEND) 9758 glDisable(cap = GL_DEPTH_TEST) 9759 glDepthMask(flag = GL_FALSE) 9760 glDepthFunc(func = GL_LESS) 9761 glDisable(cap = GL_STENCIL_TEST) 9762 glDisable(cap = GL_POLYGON_OFFSET_FILL) 9763 glUseProgram(program = 1) 9764 glViewport(x = 0, y = 0, width = 600, height = 450) 9765 glDepthRange(zNear = 0, zFar = 1) 9766 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 9767 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 9768 glEnableVertexAttribArray(index = 0) 9769 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 9770 glEnableVertexAttribArray(index = 1) 9771 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9772 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 9773 glUniform1i(location = 3, v0 = 0) 9774 glActiveTexture(texture = GL_TEXTURE1) 9775 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 9776 glUniform1i(location = 4, v0 = 1) 9777 glActiveTexture(texture = GL_TEXTURE0) 9778 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9779 glEnable(cap = GL_BLEND) 9780 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 9781 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 9782 glUseProgram(program = 5) 9783 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9784 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 9785 glUniform1i(location = 3, v0 = 1) 9786 glActiveTexture(texture = GL_TEXTURE1) 9787 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 9788 glUniform1i(location = 4, v0 = 1) 9789 glActiveTexture(texture = GL_TEXTURE0) 9790 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9791 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 9793 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 9794 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9795 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9796 glViewport(x = 0, y = 0, width = 600, height = 450) 9797 glUseProgram(program = 0) 9798 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 9799 glEnable(cap = GL_BLEND) 9800 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 9801 glClear(mask = GL_COLOR_BUFFER_BIT) 9802 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9805 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9806 glFlush() 9808 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 9809 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 9810 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 9811 glDisable(cap = GL_FRAMEBUFFER_SRGB) 9812 glDisable(cap = GL_SCISSOR_TEST) 9813 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9814 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 9815 glClear(mask = GL_COLOR_BUFFER_BIT) 9816 glDisable(cap = GL_SCISSOR_TEST) 9817 glDisable(cap = GL_CULL_FACE) 9818 glFrontFace(mode = GL_CCW) 9819 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 9820 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9821 glDisable(cap = GL_BLEND) 9822 glDisable(cap = GL_DEPTH_TEST) 9823 glDepthMask(flag = GL_FALSE) 9824 glDepthFunc(func = GL_LESS) 9825 glDisable(cap = GL_STENCIL_TEST) 9826 glDisable(cap = GL_POLYGON_OFFSET_FILL) 9827 glUseProgram(program = 1) 9828 glViewport(x = 0, y = 0, width = 600, height = 450) 9829 glDepthRange(zNear = 0, zFar = 1) 9830 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 9831 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 9832 glEnableVertexAttribArray(index = 0) 9833 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 9834 glEnableVertexAttribArray(index = 1) 9835 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9836 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 9837 glUniform1i(location = 3, v0 = 0) 9838 glActiveTexture(texture = GL_TEXTURE1) 9839 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 9840 glUniform1i(location = 4, v0 = 1) 9841 glActiveTexture(texture = GL_TEXTURE0) 9842 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9843 glEnable(cap = GL_BLEND) 9844 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 9845 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 9846 glUseProgram(program = 5) 9847 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9848 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 9849 glUniform1i(location = 3, v0 = 1) 9850 glActiveTexture(texture = GL_TEXTURE1) 9851 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 9852 glUniform1i(location = 4, v0 = 1) 9853 glActiveTexture(texture = GL_TEXTURE0) 9854 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9855 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 9857 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 9858 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9859 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9860 glViewport(x = 0, y = 0, width = 600, height = 450) 9861 glUseProgram(program = 0) 9862 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 9863 glEnable(cap = GL_BLEND) 9864 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 9865 glClear(mask = GL_COLOR_BUFFER_BIT) 9866 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9869 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9870 glFlush() 9872 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 9873 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 9874 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 9875 glDisable(cap = GL_FRAMEBUFFER_SRGB) 9876 glDisable(cap = GL_SCISSOR_TEST) 9877 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9878 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 9879 glClear(mask = GL_COLOR_BUFFER_BIT) 9880 glDisable(cap = GL_SCISSOR_TEST) 9881 glDisable(cap = GL_CULL_FACE) 9882 glFrontFace(mode = GL_CCW) 9883 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 9884 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9885 glDisable(cap = GL_BLEND) 9886 glDisable(cap = GL_DEPTH_TEST) 9887 glDepthMask(flag = GL_FALSE) 9888 glDepthFunc(func = GL_LESS) 9889 glDisable(cap = GL_STENCIL_TEST) 9890 glDisable(cap = GL_POLYGON_OFFSET_FILL) 9891 glUseProgram(program = 1) 9892 glViewport(x = 0, y = 0, width = 600, height = 450) 9893 glDepthRange(zNear = 0, zFar = 1) 9894 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 9895 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 9896 glEnableVertexAttribArray(index = 0) 9897 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 9898 glEnableVertexAttribArray(index = 1) 9899 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9900 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 9901 glUniform1i(location = 3, v0 = 0) 9902 glActiveTexture(texture = GL_TEXTURE1) 9903 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 9904 glUniform1i(location = 4, v0 = 1) 9905 glActiveTexture(texture = GL_TEXTURE0) 9906 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9907 glEnable(cap = GL_BLEND) 9908 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 9909 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 9910 glUseProgram(program = 5) 9911 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9912 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 9913 glUniform1i(location = 3, v0 = 1) 9914 glActiveTexture(texture = GL_TEXTURE1) 9915 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 9916 glUniform1i(location = 4, v0 = 1) 9917 glActiveTexture(texture = GL_TEXTURE0) 9918 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9919 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 9921 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 9922 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9923 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9924 glViewport(x = 0, y = 0, width = 600, height = 450) 9925 glUseProgram(program = 0) 9926 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 9927 glEnable(cap = GL_BLEND) 9928 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 9929 glClear(mask = GL_COLOR_BUFFER_BIT) 9930 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9933 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9934 glFlush() 9936 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 9937 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 9938 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 9939 glDisable(cap = GL_FRAMEBUFFER_SRGB) 9940 glDisable(cap = GL_SCISSOR_TEST) 9941 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9942 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 9943 glClear(mask = GL_COLOR_BUFFER_BIT) 9944 glDisable(cap = GL_SCISSOR_TEST) 9945 glDisable(cap = GL_CULL_FACE) 9946 glFrontFace(mode = GL_CCW) 9947 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 9948 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 9949 glDisable(cap = GL_BLEND) 9950 glDisable(cap = GL_DEPTH_TEST) 9951 glDepthMask(flag = GL_FALSE) 9952 glDepthFunc(func = GL_LESS) 9953 glDisable(cap = GL_STENCIL_TEST) 9954 glDisable(cap = GL_POLYGON_OFFSET_FILL) 9955 glUseProgram(program = 1) 9956 glViewport(x = 0, y = 0, width = 600, height = 450) 9957 glDepthRange(zNear = 0, zFar = 1) 9958 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 9959 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 9960 glEnableVertexAttribArray(index = 0) 9961 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 9962 glEnableVertexAttribArray(index = 1) 9963 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9964 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 9965 glUniform1i(location = 3, v0 = 0) 9966 glActiveTexture(texture = GL_TEXTURE1) 9967 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 9968 glUniform1i(location = 4, v0 = 1) 9969 glActiveTexture(texture = GL_TEXTURE0) 9970 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9971 glEnable(cap = GL_BLEND) 9972 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 9973 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 9974 glUseProgram(program = 5) 9975 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 9976 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 9977 glUniform1i(location = 3, v0 = 1) 9978 glActiveTexture(texture = GL_TEXTURE1) 9979 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 9980 glUniform1i(location = 4, v0 = 1) 9981 glActiveTexture(texture = GL_TEXTURE0) 9982 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 9983 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 9985 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 9986 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9987 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9988 glViewport(x = 0, y = 0, width = 600, height = 450) 9989 glUseProgram(program = 0) 9990 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 9991 glEnable(cap = GL_BLEND) 9992 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 9993 glClear(mask = GL_COLOR_BUFFER_BIT) 9994 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 9997 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 9998 glFlush() 10000 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 10001 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 10002 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 10003 glDisable(cap = GL_FRAMEBUFFER_SRGB) 10004 glDisable(cap = GL_SCISSOR_TEST) 10005 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10006 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 10007 glClear(mask = GL_COLOR_BUFFER_BIT) 10008 glDisable(cap = GL_SCISSOR_TEST) 10009 glDisable(cap = GL_CULL_FACE) 10010 glFrontFace(mode = GL_CCW) 10011 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 10012 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10013 glDisable(cap = GL_BLEND) 10014 glDisable(cap = GL_DEPTH_TEST) 10015 glDepthMask(flag = GL_FALSE) 10016 glDepthFunc(func = GL_LESS) 10017 glDisable(cap = GL_STENCIL_TEST) 10018 glDisable(cap = GL_POLYGON_OFFSET_FILL) 10019 glUseProgram(program = 1) 10020 glViewport(x = 0, y = 0, width = 600, height = 450) 10021 glDepthRange(zNear = 0, zFar = 1) 10022 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 10023 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 10024 glEnableVertexAttribArray(index = 0) 10025 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 10026 glEnableVertexAttribArray(index = 1) 10027 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10028 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 10029 glUniform1i(location = 3, v0 = 0) 10030 glActiveTexture(texture = GL_TEXTURE1) 10031 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 10032 glUniform1i(location = 4, v0 = 1) 10033 glActiveTexture(texture = GL_TEXTURE0) 10034 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10035 glEnable(cap = GL_BLEND) 10036 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 10037 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 10038 glUseProgram(program = 5) 10039 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10040 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 10041 glUniform1i(location = 3, v0 = 1) 10042 glActiveTexture(texture = GL_TEXTURE1) 10043 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 10044 glUniform1i(location = 4, v0 = 1) 10045 glActiveTexture(texture = GL_TEXTURE0) 10046 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10047 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 10049 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 10050 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10051 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10052 glViewport(x = 0, y = 0, width = 600, height = 450) 10053 glUseProgram(program = 0) 10054 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 10055 glEnable(cap = GL_BLEND) 10056 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 10057 glClear(mask = GL_COLOR_BUFFER_BIT) 10058 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10061 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10062 glFlush() 10064 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 10065 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 10066 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 10067 glDisable(cap = GL_FRAMEBUFFER_SRGB) 10068 glDisable(cap = GL_SCISSOR_TEST) 10069 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10070 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 10071 glClear(mask = GL_COLOR_BUFFER_BIT) 10072 glDisable(cap = GL_SCISSOR_TEST) 10073 glDisable(cap = GL_CULL_FACE) 10074 glFrontFace(mode = GL_CCW) 10075 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 10076 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10077 glDisable(cap = GL_BLEND) 10078 glDisable(cap = GL_DEPTH_TEST) 10079 glDepthMask(flag = GL_FALSE) 10080 glDepthFunc(func = GL_LESS) 10081 glDisable(cap = GL_STENCIL_TEST) 10082 glDisable(cap = GL_POLYGON_OFFSET_FILL) 10083 glUseProgram(program = 1) 10084 glViewport(x = 0, y = 0, width = 600, height = 450) 10085 glDepthRange(zNear = 0, zFar = 1) 10086 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 10087 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 10088 glEnableVertexAttribArray(index = 0) 10089 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 10090 glEnableVertexAttribArray(index = 1) 10091 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10092 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 10093 glUniform1i(location = 3, v0 = 0) 10094 glActiveTexture(texture = GL_TEXTURE1) 10095 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 10096 glUniform1i(location = 4, v0 = 1) 10097 glActiveTexture(texture = GL_TEXTURE0) 10098 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10099 glEnable(cap = GL_BLEND) 10100 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 10101 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 10102 glUseProgram(program = 5) 10103 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10104 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 10105 glUniform1i(location = 3, v0 = 1) 10106 glActiveTexture(texture = GL_TEXTURE1) 10107 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 10108 glUniform1i(location = 4, v0 = 1) 10109 glActiveTexture(texture = GL_TEXTURE0) 10110 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10111 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 10113 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 10114 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10115 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10116 glViewport(x = 0, y = 0, width = 600, height = 450) 10117 glUseProgram(program = 0) 10118 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 10119 glEnable(cap = GL_BLEND) 10120 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 10121 glClear(mask = GL_COLOR_BUFFER_BIT) 10122 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10125 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10126 glFlush() 10128 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 10129 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 10130 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 10131 glDisable(cap = GL_FRAMEBUFFER_SRGB) 10132 glDisable(cap = GL_SCISSOR_TEST) 10133 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10134 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 10135 glClear(mask = GL_COLOR_BUFFER_BIT) 10136 glDisable(cap = GL_SCISSOR_TEST) 10137 glDisable(cap = GL_CULL_FACE) 10138 glFrontFace(mode = GL_CCW) 10139 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 10140 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10141 glDisable(cap = GL_BLEND) 10142 glDisable(cap = GL_DEPTH_TEST) 10143 glDepthMask(flag = GL_FALSE) 10144 glDepthFunc(func = GL_LESS) 10145 glDisable(cap = GL_STENCIL_TEST) 10146 glDisable(cap = GL_POLYGON_OFFSET_FILL) 10147 glUseProgram(program = 1) 10148 glViewport(x = 0, y = 0, width = 600, height = 450) 10149 glDepthRange(zNear = 0, zFar = 1) 10150 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 10151 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 10152 glEnableVertexAttribArray(index = 0) 10153 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 10154 glEnableVertexAttribArray(index = 1) 10155 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10156 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 10157 glUniform1i(location = 3, v0 = 0) 10158 glActiveTexture(texture = GL_TEXTURE1) 10159 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 10160 glUniform1i(location = 4, v0 = 1) 10161 glActiveTexture(texture = GL_TEXTURE0) 10162 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10163 glEnable(cap = GL_BLEND) 10164 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 10165 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 10166 glUseProgram(program = 5) 10167 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10168 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 10169 glUniform1i(location = 3, v0 = 1) 10170 glActiveTexture(texture = GL_TEXTURE1) 10171 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 10172 glUniform1i(location = 4, v0 = 1) 10173 glActiveTexture(texture = GL_TEXTURE0) 10174 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10175 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 10177 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 10178 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10179 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10180 glViewport(x = 0, y = 0, width = 600, height = 450) 10181 glUseProgram(program = 0) 10182 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 10183 glEnable(cap = GL_BLEND) 10184 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 10185 glClear(mask = GL_COLOR_BUFFER_BIT) 10186 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10189 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10190 glFlush() 10192 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 10193 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 10194 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 10195 glDisable(cap = GL_FRAMEBUFFER_SRGB) 10196 glDisable(cap = GL_SCISSOR_TEST) 10197 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10198 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 10199 glClear(mask = GL_COLOR_BUFFER_BIT) 10200 glDisable(cap = GL_SCISSOR_TEST) 10201 glDisable(cap = GL_CULL_FACE) 10202 glFrontFace(mode = GL_CCW) 10203 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 10204 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10205 glDisable(cap = GL_BLEND) 10206 glDisable(cap = GL_DEPTH_TEST) 10207 glDepthMask(flag = GL_FALSE) 10208 glDepthFunc(func = GL_LESS) 10209 glDisable(cap = GL_STENCIL_TEST) 10210 glDisable(cap = GL_POLYGON_OFFSET_FILL) 10211 glUseProgram(program = 1) 10212 glViewport(x = 0, y = 0, width = 600, height = 450) 10213 glDepthRange(zNear = 0, zFar = 1) 10214 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 10215 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 10216 glEnableVertexAttribArray(index = 0) 10217 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 10218 glEnableVertexAttribArray(index = 1) 10219 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10220 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 10221 glUniform1i(location = 3, v0 = 0) 10222 glActiveTexture(texture = GL_TEXTURE1) 10223 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 10224 glUniform1i(location = 4, v0 = 1) 10225 glActiveTexture(texture = GL_TEXTURE0) 10226 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10227 glEnable(cap = GL_BLEND) 10228 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 10229 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 10230 glUseProgram(program = 5) 10231 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10232 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 10233 glUniform1i(location = 3, v0 = 1) 10234 glActiveTexture(texture = GL_TEXTURE1) 10235 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 10236 glUniform1i(location = 4, v0 = 1) 10237 glActiveTexture(texture = GL_TEXTURE0) 10238 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10239 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 10241 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 10242 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10243 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10244 glViewport(x = 0, y = 0, width = 600, height = 450) 10245 glUseProgram(program = 0) 10246 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 10247 glEnable(cap = GL_BLEND) 10248 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 10249 glClear(mask = GL_COLOR_BUFFER_BIT) 10250 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10253 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10254 glFlush() 10256 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 10257 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 10258 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 10259 glDisable(cap = GL_FRAMEBUFFER_SRGB) 10260 glDisable(cap = GL_SCISSOR_TEST) 10261 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10262 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 10263 glClear(mask = GL_COLOR_BUFFER_BIT) 10264 glDisable(cap = GL_SCISSOR_TEST) 10265 glDisable(cap = GL_CULL_FACE) 10266 glFrontFace(mode = GL_CCW) 10267 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 10268 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10269 glDisable(cap = GL_BLEND) 10270 glDisable(cap = GL_DEPTH_TEST) 10271 glDepthMask(flag = GL_FALSE) 10272 glDepthFunc(func = GL_LESS) 10273 glDisable(cap = GL_STENCIL_TEST) 10274 glDisable(cap = GL_POLYGON_OFFSET_FILL) 10275 glUseProgram(program = 1) 10276 glViewport(x = 0, y = 0, width = 600, height = 450) 10277 glDepthRange(zNear = 0, zFar = 1) 10278 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 10279 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 10280 glEnableVertexAttribArray(index = 0) 10281 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 10282 glEnableVertexAttribArray(index = 1) 10283 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10284 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 10285 glUniform1i(location = 3, v0 = 0) 10286 glActiveTexture(texture = GL_TEXTURE1) 10287 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 10288 glUniform1i(location = 4, v0 = 1) 10289 glActiveTexture(texture = GL_TEXTURE0) 10290 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10291 glEnable(cap = GL_BLEND) 10292 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 10293 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 10294 glUseProgram(program = 5) 10295 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10296 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 10297 glUniform1i(location = 3, v0 = 1) 10298 glActiveTexture(texture = GL_TEXTURE1) 10299 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 10300 glUniform1i(location = 4, v0 = 1) 10301 glActiveTexture(texture = GL_TEXTURE0) 10302 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10303 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 10305 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 10306 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10307 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10308 glViewport(x = 0, y = 0, width = 600, height = 450) 10309 glUseProgram(program = 0) 10310 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 10311 glEnable(cap = GL_BLEND) 10312 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 10313 glClear(mask = GL_COLOR_BUFFER_BIT) 10314 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10317 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10318 glFlush() 10320 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 10321 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 10322 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 10323 glDisable(cap = GL_FRAMEBUFFER_SRGB) 10324 glDisable(cap = GL_SCISSOR_TEST) 10325 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10326 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 10327 glClear(mask = GL_COLOR_BUFFER_BIT) 10328 glDisable(cap = GL_SCISSOR_TEST) 10329 glDisable(cap = GL_CULL_FACE) 10330 glFrontFace(mode = GL_CCW) 10331 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 10332 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10333 glDisable(cap = GL_BLEND) 10334 glDisable(cap = GL_DEPTH_TEST) 10335 glDepthMask(flag = GL_FALSE) 10336 glDepthFunc(func = GL_LESS) 10337 glDisable(cap = GL_STENCIL_TEST) 10338 glDisable(cap = GL_POLYGON_OFFSET_FILL) 10339 glUseProgram(program = 1) 10340 glViewport(x = 0, y = 0, width = 600, height = 450) 10341 glDepthRange(zNear = 0, zFar = 1) 10342 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 10343 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 10344 glEnableVertexAttribArray(index = 0) 10345 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 10346 glEnableVertexAttribArray(index = 1) 10347 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10348 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 10349 glUniform1i(location = 3, v0 = 0) 10350 glActiveTexture(texture = GL_TEXTURE1) 10351 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 10352 glUniform1i(location = 4, v0 = 1) 10353 glActiveTexture(texture = GL_TEXTURE0) 10354 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10355 glEnable(cap = GL_BLEND) 10356 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 10357 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 10358 glUseProgram(program = 5) 10359 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10360 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 10361 glUniform1i(location = 3, v0 = 1) 10362 glActiveTexture(texture = GL_TEXTURE1) 10363 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 10364 glUniform1i(location = 4, v0 = 1) 10365 glActiveTexture(texture = GL_TEXTURE0) 10366 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10367 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 10369 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 10370 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10371 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10372 glViewport(x = 0, y = 0, width = 600, height = 450) 10373 glUseProgram(program = 0) 10374 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 10375 glEnable(cap = GL_BLEND) 10376 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 10377 glClear(mask = GL_COLOR_BUFFER_BIT) 10378 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10381 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10382 glFlush() 10384 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 10385 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 10386 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 10387 glDisable(cap = GL_FRAMEBUFFER_SRGB) 10388 glDisable(cap = GL_SCISSOR_TEST) 10389 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10390 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 10391 glClear(mask = GL_COLOR_BUFFER_BIT) 10392 glDisable(cap = GL_SCISSOR_TEST) 10393 glDisable(cap = GL_CULL_FACE) 10394 glFrontFace(mode = GL_CCW) 10395 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 10396 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10397 glDisable(cap = GL_BLEND) 10398 glDisable(cap = GL_DEPTH_TEST) 10399 glDepthMask(flag = GL_FALSE) 10400 glDepthFunc(func = GL_LESS) 10401 glDisable(cap = GL_STENCIL_TEST) 10402 glDisable(cap = GL_POLYGON_OFFSET_FILL) 10403 glUseProgram(program = 1) 10404 glViewport(x = 0, y = 0, width = 600, height = 450) 10405 glDepthRange(zNear = 0, zFar = 1) 10406 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 10407 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 10408 glEnableVertexAttribArray(index = 0) 10409 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 10410 glEnableVertexAttribArray(index = 1) 10411 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10412 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 10413 glUniform1i(location = 3, v0 = 0) 10414 glActiveTexture(texture = GL_TEXTURE1) 10415 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 10416 glUniform1i(location = 4, v0 = 1) 10417 glActiveTexture(texture = GL_TEXTURE0) 10418 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10419 glEnable(cap = GL_BLEND) 10420 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 10421 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 10422 glUseProgram(program = 5) 10423 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10424 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 10425 glUniform1i(location = 3, v0 = 1) 10426 glActiveTexture(texture = GL_TEXTURE1) 10427 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 10428 glUniform1i(location = 4, v0 = 1) 10429 glActiveTexture(texture = GL_TEXTURE0) 10430 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10431 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 10433 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 10434 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10435 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10436 glViewport(x = 0, y = 0, width = 600, height = 450) 10437 glUseProgram(program = 0) 10438 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 10439 glEnable(cap = GL_BLEND) 10440 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 10441 glClear(mask = GL_COLOR_BUFFER_BIT) 10442 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10445 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10446 glFlush() 10448 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 10449 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 10450 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 10451 glDisable(cap = GL_FRAMEBUFFER_SRGB) 10452 glDisable(cap = GL_SCISSOR_TEST) 10453 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10454 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 10455 glClear(mask = GL_COLOR_BUFFER_BIT) 10456 glDisable(cap = GL_SCISSOR_TEST) 10457 glDisable(cap = GL_CULL_FACE) 10458 glFrontFace(mode = GL_CCW) 10459 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 10460 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10461 glDisable(cap = GL_BLEND) 10462 glDisable(cap = GL_DEPTH_TEST) 10463 glDepthMask(flag = GL_FALSE) 10464 glDepthFunc(func = GL_LESS) 10465 glDisable(cap = GL_STENCIL_TEST) 10466 glDisable(cap = GL_POLYGON_OFFSET_FILL) 10467 glUseProgram(program = 1) 10468 glViewport(x = 0, y = 0, width = 600, height = 450) 10469 glDepthRange(zNear = 0, zFar = 1) 10470 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 10471 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 10472 glEnableVertexAttribArray(index = 0) 10473 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 10474 glEnableVertexAttribArray(index = 1) 10475 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10476 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 10477 glUniform1i(location = 3, v0 = 0) 10478 glActiveTexture(texture = GL_TEXTURE1) 10479 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 10480 glUniform1i(location = 4, v0 = 1) 10481 glActiveTexture(texture = GL_TEXTURE0) 10482 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10483 glEnable(cap = GL_BLEND) 10484 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 10485 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 10486 glUseProgram(program = 5) 10487 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10488 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 10489 glUniform1i(location = 3, v0 = 1) 10490 glActiveTexture(texture = GL_TEXTURE1) 10491 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 10492 glUniform1i(location = 4, v0 = 1) 10493 glActiveTexture(texture = GL_TEXTURE0) 10494 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10495 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 10497 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 10498 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10499 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10500 glViewport(x = 0, y = 0, width = 600, height = 450) 10501 glUseProgram(program = 0) 10502 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 10503 glEnable(cap = GL_BLEND) 10504 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 10505 glClear(mask = GL_COLOR_BUFFER_BIT) 10506 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10509 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10510 glFlush() 10512 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 10513 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 10514 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 10515 glDisable(cap = GL_FRAMEBUFFER_SRGB) 10516 glDisable(cap = GL_SCISSOR_TEST) 10517 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10518 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 10519 glClear(mask = GL_COLOR_BUFFER_BIT) 10520 glDisable(cap = GL_SCISSOR_TEST) 10521 glDisable(cap = GL_CULL_FACE) 10522 glFrontFace(mode = GL_CCW) 10523 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 10524 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10525 glDisable(cap = GL_BLEND) 10526 glDisable(cap = GL_DEPTH_TEST) 10527 glDepthMask(flag = GL_FALSE) 10528 glDepthFunc(func = GL_LESS) 10529 glDisable(cap = GL_STENCIL_TEST) 10530 glDisable(cap = GL_POLYGON_OFFSET_FILL) 10531 glUseProgram(program = 1) 10532 glViewport(x = 0, y = 0, width = 600, height = 450) 10533 glDepthRange(zNear = 0, zFar = 1) 10534 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 10535 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 10536 glEnableVertexAttribArray(index = 0) 10537 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 10538 glEnableVertexAttribArray(index = 1) 10539 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10540 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 10541 glUniform1i(location = 3, v0 = 0) 10542 glActiveTexture(texture = GL_TEXTURE1) 10543 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 10544 glUniform1i(location = 4, v0 = 1) 10545 glActiveTexture(texture = GL_TEXTURE0) 10546 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10547 glEnable(cap = GL_BLEND) 10548 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 10549 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 10550 glUseProgram(program = 5) 10551 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10552 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 10553 glUniform1i(location = 3, v0 = 1) 10554 glActiveTexture(texture = GL_TEXTURE1) 10555 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 10556 glUniform1i(location = 4, v0 = 1) 10557 glActiveTexture(texture = GL_TEXTURE0) 10558 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10559 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 10561 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 10562 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10563 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10564 glViewport(x = 0, y = 0, width = 600, height = 450) 10565 glUseProgram(program = 0) 10566 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 10567 glEnable(cap = GL_BLEND) 10568 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 10569 glClear(mask = GL_COLOR_BUFFER_BIT) 10570 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10573 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10574 glFlush() 10576 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 10577 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 10578 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 10579 glDisable(cap = GL_FRAMEBUFFER_SRGB) 10580 glDisable(cap = GL_SCISSOR_TEST) 10581 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10582 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 10583 glClear(mask = GL_COLOR_BUFFER_BIT) 10584 glDisable(cap = GL_SCISSOR_TEST) 10585 glDisable(cap = GL_CULL_FACE) 10586 glFrontFace(mode = GL_CCW) 10587 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 10588 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10589 glDisable(cap = GL_BLEND) 10590 glDisable(cap = GL_DEPTH_TEST) 10591 glDepthMask(flag = GL_FALSE) 10592 glDepthFunc(func = GL_LESS) 10593 glDisable(cap = GL_STENCIL_TEST) 10594 glDisable(cap = GL_POLYGON_OFFSET_FILL) 10595 glUseProgram(program = 1) 10596 glViewport(x = 0, y = 0, width = 600, height = 450) 10597 glDepthRange(zNear = 0, zFar = 1) 10598 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 10599 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 10600 glEnableVertexAttribArray(index = 0) 10601 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 10602 glEnableVertexAttribArray(index = 1) 10603 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10604 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 10605 glUniform1i(location = 3, v0 = 0) 10606 glActiveTexture(texture = GL_TEXTURE1) 10607 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 10608 glUniform1i(location = 4, v0 = 1) 10609 glActiveTexture(texture = GL_TEXTURE0) 10610 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10611 glEnable(cap = GL_BLEND) 10612 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 10613 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 10614 glUseProgram(program = 5) 10615 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10616 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 10617 glUniform1i(location = 3, v0 = 1) 10618 glActiveTexture(texture = GL_TEXTURE1) 10619 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 10620 glUniform1i(location = 4, v0 = 1) 10621 glActiveTexture(texture = GL_TEXTURE0) 10622 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10623 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 10625 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 10626 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10627 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10628 glViewport(x = 0, y = 0, width = 600, height = 450) 10629 glUseProgram(program = 0) 10630 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 10631 glEnable(cap = GL_BLEND) 10632 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 10633 glClear(mask = GL_COLOR_BUFFER_BIT) 10634 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10637 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10638 glFlush() 10640 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 10641 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 10642 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 10643 glDisable(cap = GL_FRAMEBUFFER_SRGB) 10644 glDisable(cap = GL_SCISSOR_TEST) 10645 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10646 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 10647 glClear(mask = GL_COLOR_BUFFER_BIT) 10648 glDisable(cap = GL_SCISSOR_TEST) 10649 glDisable(cap = GL_CULL_FACE) 10650 glFrontFace(mode = GL_CCW) 10651 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 10652 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10653 glDisable(cap = GL_BLEND) 10654 glDisable(cap = GL_DEPTH_TEST) 10655 glDepthMask(flag = GL_FALSE) 10656 glDepthFunc(func = GL_LESS) 10657 glDisable(cap = GL_STENCIL_TEST) 10658 glDisable(cap = GL_POLYGON_OFFSET_FILL) 10659 glUseProgram(program = 1) 10660 glViewport(x = 0, y = 0, width = 600, height = 450) 10661 glDepthRange(zNear = 0, zFar = 1) 10662 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 10663 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 10664 glEnableVertexAttribArray(index = 0) 10665 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 10666 glEnableVertexAttribArray(index = 1) 10667 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10668 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 10669 glUniform1i(location = 3, v0 = 0) 10670 glActiveTexture(texture = GL_TEXTURE1) 10671 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 10672 glUniform1i(location = 4, v0 = 1) 10673 glActiveTexture(texture = GL_TEXTURE0) 10674 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10675 glEnable(cap = GL_BLEND) 10676 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 10677 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 10678 glUseProgram(program = 5) 10679 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10680 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 10681 glUniform1i(location = 3, v0 = 1) 10682 glActiveTexture(texture = GL_TEXTURE1) 10683 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 10684 glUniform1i(location = 4, v0 = 1) 10685 glActiveTexture(texture = GL_TEXTURE0) 10686 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10687 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 10689 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 10690 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10691 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10692 glViewport(x = 0, y = 0, width = 600, height = 450) 10693 glUseProgram(program = 0) 10694 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 10695 glEnable(cap = GL_BLEND) 10696 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 10697 glClear(mask = GL_COLOR_BUFFER_BIT) 10698 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10701 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10702 glFlush() 10704 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 10705 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 10706 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 10707 glDisable(cap = GL_FRAMEBUFFER_SRGB) 10708 glDisable(cap = GL_SCISSOR_TEST) 10709 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10710 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 10711 glClear(mask = GL_COLOR_BUFFER_BIT) 10712 glDisable(cap = GL_SCISSOR_TEST) 10713 glDisable(cap = GL_CULL_FACE) 10714 glFrontFace(mode = GL_CCW) 10715 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 10716 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10717 glDisable(cap = GL_BLEND) 10718 glDisable(cap = GL_DEPTH_TEST) 10719 glDepthMask(flag = GL_FALSE) 10720 glDepthFunc(func = GL_LESS) 10721 glDisable(cap = GL_STENCIL_TEST) 10722 glDisable(cap = GL_POLYGON_OFFSET_FILL) 10723 glUseProgram(program = 1) 10724 glViewport(x = 0, y = 0, width = 600, height = 450) 10725 glDepthRange(zNear = 0, zFar = 1) 10726 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 10727 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 10728 glEnableVertexAttribArray(index = 0) 10729 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 10730 glEnableVertexAttribArray(index = 1) 10731 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10732 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 10733 glUniform1i(location = 3, v0 = 0) 10734 glActiveTexture(texture = GL_TEXTURE1) 10735 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 10736 glUniform1i(location = 4, v0 = 1) 10737 glActiveTexture(texture = GL_TEXTURE0) 10738 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10739 glEnable(cap = GL_BLEND) 10740 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 10741 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 10742 glUseProgram(program = 5) 10743 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10744 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 10745 glUniform1i(location = 3, v0 = 1) 10746 glActiveTexture(texture = GL_TEXTURE1) 10747 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 10748 glUniform1i(location = 4, v0 = 1) 10749 glActiveTexture(texture = GL_TEXTURE0) 10750 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10751 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 10753 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 10754 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10755 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10756 glViewport(x = 0, y = 0, width = 600, height = 450) 10757 glUseProgram(program = 0) 10758 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 10759 glEnable(cap = GL_BLEND) 10760 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 10761 glClear(mask = GL_COLOR_BUFFER_BIT) 10762 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10765 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10766 glFlush() 10768 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 10769 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 10770 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 10771 glDisable(cap = GL_FRAMEBUFFER_SRGB) 10772 glDisable(cap = GL_SCISSOR_TEST) 10773 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10774 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 10775 glClear(mask = GL_COLOR_BUFFER_BIT) 10776 glDisable(cap = GL_SCISSOR_TEST) 10777 glDisable(cap = GL_CULL_FACE) 10778 glFrontFace(mode = GL_CCW) 10779 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 10780 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10781 glDisable(cap = GL_BLEND) 10782 glDisable(cap = GL_DEPTH_TEST) 10783 glDepthMask(flag = GL_FALSE) 10784 glDepthFunc(func = GL_LESS) 10785 glDisable(cap = GL_STENCIL_TEST) 10786 glDisable(cap = GL_POLYGON_OFFSET_FILL) 10787 glUseProgram(program = 1) 10788 glViewport(x = 0, y = 0, width = 600, height = 450) 10789 glDepthRange(zNear = 0, zFar = 1) 10790 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 10791 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 10792 glEnableVertexAttribArray(index = 0) 10793 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 10794 glEnableVertexAttribArray(index = 1) 10795 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10796 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 10797 glUniform1i(location = 3, v0 = 0) 10798 glActiveTexture(texture = GL_TEXTURE1) 10799 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 10800 glUniform1i(location = 4, v0 = 1) 10801 glActiveTexture(texture = GL_TEXTURE0) 10802 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10803 glEnable(cap = GL_BLEND) 10804 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 10805 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 10806 glUseProgram(program = 5) 10807 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10808 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 10809 glUniform1i(location = 3, v0 = 1) 10810 glActiveTexture(texture = GL_TEXTURE1) 10811 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 10812 glUniform1i(location = 4, v0 = 1) 10813 glActiveTexture(texture = GL_TEXTURE0) 10814 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10815 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 10817 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 10818 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10819 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10820 glViewport(x = 0, y = 0, width = 600, height = 450) 10821 glUseProgram(program = 0) 10822 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 10823 glEnable(cap = GL_BLEND) 10824 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 10825 glClear(mask = GL_COLOR_BUFFER_BIT) 10826 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10829 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10830 glFlush() 10832 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 10833 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 10834 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 10835 glDisable(cap = GL_FRAMEBUFFER_SRGB) 10836 glDisable(cap = GL_SCISSOR_TEST) 10837 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10838 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 10839 glClear(mask = GL_COLOR_BUFFER_BIT) 10840 glDisable(cap = GL_SCISSOR_TEST) 10841 glDisable(cap = GL_CULL_FACE) 10842 glFrontFace(mode = GL_CCW) 10843 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 10844 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10845 glDisable(cap = GL_BLEND) 10846 glDisable(cap = GL_DEPTH_TEST) 10847 glDepthMask(flag = GL_FALSE) 10848 glDepthFunc(func = GL_LESS) 10849 glDisable(cap = GL_STENCIL_TEST) 10850 glDisable(cap = GL_POLYGON_OFFSET_FILL) 10851 glUseProgram(program = 1) 10852 glViewport(x = 0, y = 0, width = 600, height = 450) 10853 glDepthRange(zNear = 0, zFar = 1) 10854 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 10855 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 10856 glEnableVertexAttribArray(index = 0) 10857 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 10858 glEnableVertexAttribArray(index = 1) 10859 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10860 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 10861 glUniform1i(location = 3, v0 = 0) 10862 glActiveTexture(texture = GL_TEXTURE1) 10863 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 10864 glUniform1i(location = 4, v0 = 1) 10865 glActiveTexture(texture = GL_TEXTURE0) 10866 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10867 glEnable(cap = GL_BLEND) 10868 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 10869 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 10870 glUseProgram(program = 5) 10871 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10872 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 10873 glUniform1i(location = 3, v0 = 1) 10874 glActiveTexture(texture = GL_TEXTURE1) 10875 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 10876 glUniform1i(location = 4, v0 = 1) 10877 glActiveTexture(texture = GL_TEXTURE0) 10878 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10879 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 10881 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 10882 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10883 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10884 glViewport(x = 0, y = 0, width = 600, height = 450) 10885 glUseProgram(program = 0) 10886 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 10887 glEnable(cap = GL_BLEND) 10888 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 10889 glClear(mask = GL_COLOR_BUFFER_BIT) 10890 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10893 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10894 glFlush() 10896 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 10897 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 10898 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 10899 glDisable(cap = GL_FRAMEBUFFER_SRGB) 10900 glDisable(cap = GL_SCISSOR_TEST) 10901 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10902 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 10903 glClear(mask = GL_COLOR_BUFFER_BIT) 10904 glDisable(cap = GL_SCISSOR_TEST) 10905 glDisable(cap = GL_CULL_FACE) 10906 glFrontFace(mode = GL_CCW) 10907 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 10908 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10909 glDisable(cap = GL_BLEND) 10910 glDisable(cap = GL_DEPTH_TEST) 10911 glDepthMask(flag = GL_FALSE) 10912 glDepthFunc(func = GL_LESS) 10913 glDisable(cap = GL_STENCIL_TEST) 10914 glDisable(cap = GL_POLYGON_OFFSET_FILL) 10915 glUseProgram(program = 1) 10916 glViewport(x = 0, y = 0, width = 600, height = 450) 10917 glDepthRange(zNear = 0, zFar = 1) 10918 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 10919 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 10920 glEnableVertexAttribArray(index = 0) 10921 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 10922 glEnableVertexAttribArray(index = 1) 10923 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10924 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 10925 glUniform1i(location = 3, v0 = 0) 10926 glActiveTexture(texture = GL_TEXTURE1) 10927 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 10928 glUniform1i(location = 4, v0 = 1) 10929 glActiveTexture(texture = GL_TEXTURE0) 10930 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10931 glEnable(cap = GL_BLEND) 10932 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 10933 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 10934 glUseProgram(program = 5) 10935 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10936 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 10937 glUniform1i(location = 3, v0 = 1) 10938 glActiveTexture(texture = GL_TEXTURE1) 10939 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 10940 glUniform1i(location = 4, v0 = 1) 10941 glActiveTexture(texture = GL_TEXTURE0) 10942 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10943 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 10945 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 10946 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10947 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10948 glViewport(x = 0, y = 0, width = 600, height = 450) 10949 glUseProgram(program = 0) 10950 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 10951 glEnable(cap = GL_BLEND) 10952 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 10953 glClear(mask = GL_COLOR_BUFFER_BIT) 10954 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 10957 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 10958 glFlush() 10960 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 10961 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 10962 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 10963 glDisable(cap = GL_FRAMEBUFFER_SRGB) 10964 glDisable(cap = GL_SCISSOR_TEST) 10965 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10966 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 10967 glClear(mask = GL_COLOR_BUFFER_BIT) 10968 glDisable(cap = GL_SCISSOR_TEST) 10969 glDisable(cap = GL_CULL_FACE) 10970 glFrontFace(mode = GL_CCW) 10971 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 10972 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 10973 glDisable(cap = GL_BLEND) 10974 glDisable(cap = GL_DEPTH_TEST) 10975 glDepthMask(flag = GL_FALSE) 10976 glDepthFunc(func = GL_LESS) 10977 glDisable(cap = GL_STENCIL_TEST) 10978 glDisable(cap = GL_POLYGON_OFFSET_FILL) 10979 glUseProgram(program = 1) 10980 glViewport(x = 0, y = 0, width = 600, height = 450) 10981 glDepthRange(zNear = 0, zFar = 1) 10982 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 10983 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 10984 glEnableVertexAttribArray(index = 0) 10985 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 10986 glEnableVertexAttribArray(index = 1) 10987 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 10988 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 10989 glUniform1i(location = 3, v0 = 0) 10990 glActiveTexture(texture = GL_TEXTURE1) 10991 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 10992 glUniform1i(location = 4, v0 = 1) 10993 glActiveTexture(texture = GL_TEXTURE0) 10994 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 10995 glEnable(cap = GL_BLEND) 10996 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 10997 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 10998 glUseProgram(program = 5) 10999 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11000 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 11001 glUniform1i(location = 3, v0 = 1) 11002 glActiveTexture(texture = GL_TEXTURE1) 11003 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 11004 glUniform1i(location = 4, v0 = 1) 11005 glActiveTexture(texture = GL_TEXTURE0) 11006 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11007 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 11009 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 11010 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11011 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11012 glViewport(x = 0, y = 0, width = 600, height = 450) 11013 glUseProgram(program = 0) 11014 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 11015 glEnable(cap = GL_BLEND) 11016 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 11017 glClear(mask = GL_COLOR_BUFFER_BIT) 11018 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11021 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11022 glFlush() 11024 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 11025 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 11026 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 11027 glDisable(cap = GL_FRAMEBUFFER_SRGB) 11028 glDisable(cap = GL_SCISSOR_TEST) 11029 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11030 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 11031 glClear(mask = GL_COLOR_BUFFER_BIT) 11032 glDisable(cap = GL_SCISSOR_TEST) 11033 glDisable(cap = GL_CULL_FACE) 11034 glFrontFace(mode = GL_CCW) 11035 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 11036 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11037 glDisable(cap = GL_BLEND) 11038 glDisable(cap = GL_DEPTH_TEST) 11039 glDepthMask(flag = GL_FALSE) 11040 glDepthFunc(func = GL_LESS) 11041 glDisable(cap = GL_STENCIL_TEST) 11042 glDisable(cap = GL_POLYGON_OFFSET_FILL) 11043 glUseProgram(program = 1) 11044 glViewport(x = 0, y = 0, width = 600, height = 450) 11045 glDepthRange(zNear = 0, zFar = 1) 11046 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 11047 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 11048 glEnableVertexAttribArray(index = 0) 11049 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 11050 glEnableVertexAttribArray(index = 1) 11051 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11052 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 11053 glUniform1i(location = 3, v0 = 0) 11054 glActiveTexture(texture = GL_TEXTURE1) 11055 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 11056 glUniform1i(location = 4, v0 = 1) 11057 glActiveTexture(texture = GL_TEXTURE0) 11058 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11059 glEnable(cap = GL_BLEND) 11060 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 11061 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 11062 glUseProgram(program = 5) 11063 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11064 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 11065 glUniform1i(location = 3, v0 = 1) 11066 glActiveTexture(texture = GL_TEXTURE1) 11067 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 11068 glUniform1i(location = 4, v0 = 1) 11069 glActiveTexture(texture = GL_TEXTURE0) 11070 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11071 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 11073 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 11074 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11075 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11076 glViewport(x = 0, y = 0, width = 600, height = 450) 11077 glUseProgram(program = 0) 11078 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 11079 glEnable(cap = GL_BLEND) 11080 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 11081 glClear(mask = GL_COLOR_BUFFER_BIT) 11082 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11085 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11086 glFlush() 11088 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 11089 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 11090 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 11091 glDisable(cap = GL_FRAMEBUFFER_SRGB) 11092 glDisable(cap = GL_SCISSOR_TEST) 11093 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11094 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 11095 glClear(mask = GL_COLOR_BUFFER_BIT) 11096 glDisable(cap = GL_SCISSOR_TEST) 11097 glDisable(cap = GL_CULL_FACE) 11098 glFrontFace(mode = GL_CCW) 11099 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 11100 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11101 glDisable(cap = GL_BLEND) 11102 glDisable(cap = GL_DEPTH_TEST) 11103 glDepthMask(flag = GL_FALSE) 11104 glDepthFunc(func = GL_LESS) 11105 glDisable(cap = GL_STENCIL_TEST) 11106 glDisable(cap = GL_POLYGON_OFFSET_FILL) 11107 glUseProgram(program = 1) 11108 glViewport(x = 0, y = 0, width = 600, height = 450) 11109 glDepthRange(zNear = 0, zFar = 1) 11110 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 11111 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 11112 glEnableVertexAttribArray(index = 0) 11113 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 11114 glEnableVertexAttribArray(index = 1) 11115 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11116 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 11117 glUniform1i(location = 3, v0 = 0) 11118 glActiveTexture(texture = GL_TEXTURE1) 11119 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 11120 glUniform1i(location = 4, v0 = 1) 11121 glActiveTexture(texture = GL_TEXTURE0) 11122 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11123 glEnable(cap = GL_BLEND) 11124 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 11125 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 11126 glUseProgram(program = 5) 11127 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11128 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 11129 glUniform1i(location = 3, v0 = 1) 11130 glActiveTexture(texture = GL_TEXTURE1) 11131 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 11132 glUniform1i(location = 4, v0 = 1) 11133 glActiveTexture(texture = GL_TEXTURE0) 11134 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11135 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 11137 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 11138 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11139 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11140 glViewport(x = 0, y = 0, width = 600, height = 450) 11141 glUseProgram(program = 0) 11142 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 11143 glEnable(cap = GL_BLEND) 11144 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 11145 glClear(mask = GL_COLOR_BUFFER_BIT) 11146 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11149 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11150 glFlush() 11152 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 11153 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 11154 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 11155 glDisable(cap = GL_FRAMEBUFFER_SRGB) 11156 glDisable(cap = GL_SCISSOR_TEST) 11157 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11158 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 11159 glClear(mask = GL_COLOR_BUFFER_BIT) 11160 glDisable(cap = GL_SCISSOR_TEST) 11161 glDisable(cap = GL_CULL_FACE) 11162 glFrontFace(mode = GL_CCW) 11163 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 11164 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11165 glDisable(cap = GL_BLEND) 11166 glDisable(cap = GL_DEPTH_TEST) 11167 glDepthMask(flag = GL_FALSE) 11168 glDepthFunc(func = GL_LESS) 11169 glDisable(cap = GL_STENCIL_TEST) 11170 glDisable(cap = GL_POLYGON_OFFSET_FILL) 11171 glUseProgram(program = 1) 11172 glViewport(x = 0, y = 0, width = 600, height = 450) 11173 glDepthRange(zNear = 0, zFar = 1) 11174 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 11175 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 11176 glEnableVertexAttribArray(index = 0) 11177 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 11178 glEnableVertexAttribArray(index = 1) 11179 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11180 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 11181 glUniform1i(location = 3, v0 = 0) 11182 glActiveTexture(texture = GL_TEXTURE1) 11183 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 11184 glUniform1i(location = 4, v0 = 1) 11185 glActiveTexture(texture = GL_TEXTURE0) 11186 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11187 glEnable(cap = GL_BLEND) 11188 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 11189 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 11190 glUseProgram(program = 5) 11191 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11192 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 11193 glUniform1i(location = 3, v0 = 1) 11194 glActiveTexture(texture = GL_TEXTURE1) 11195 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 11196 glUniform1i(location = 4, v0 = 1) 11197 glActiveTexture(texture = GL_TEXTURE0) 11198 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11199 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 11201 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 11202 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11203 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11204 glViewport(x = 0, y = 0, width = 600, height = 450) 11205 glUseProgram(program = 0) 11206 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 11207 glEnable(cap = GL_BLEND) 11208 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 11209 glClear(mask = GL_COLOR_BUFFER_BIT) 11210 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11213 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11214 glFlush() 11216 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 11217 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 11218 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 11219 glDisable(cap = GL_FRAMEBUFFER_SRGB) 11220 glDisable(cap = GL_SCISSOR_TEST) 11221 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11222 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 11223 glClear(mask = GL_COLOR_BUFFER_BIT) 11224 glDisable(cap = GL_SCISSOR_TEST) 11225 glDisable(cap = GL_CULL_FACE) 11226 glFrontFace(mode = GL_CCW) 11227 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 11228 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11229 glDisable(cap = GL_BLEND) 11230 glDisable(cap = GL_DEPTH_TEST) 11231 glDepthMask(flag = GL_FALSE) 11232 glDepthFunc(func = GL_LESS) 11233 glDisable(cap = GL_STENCIL_TEST) 11234 glDisable(cap = GL_POLYGON_OFFSET_FILL) 11235 glUseProgram(program = 1) 11236 glViewport(x = 0, y = 0, width = 600, height = 450) 11237 glDepthRange(zNear = 0, zFar = 1) 11238 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 11239 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 11240 glEnableVertexAttribArray(index = 0) 11241 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 11242 glEnableVertexAttribArray(index = 1) 11243 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11244 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 11245 glUniform1i(location = 3, v0 = 0) 11246 glActiveTexture(texture = GL_TEXTURE1) 11247 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 11248 glUniform1i(location = 4, v0 = 1) 11249 glActiveTexture(texture = GL_TEXTURE0) 11250 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11251 glEnable(cap = GL_BLEND) 11252 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 11253 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 11254 glUseProgram(program = 5) 11255 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11256 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 11257 glUniform1i(location = 3, v0 = 1) 11258 glActiveTexture(texture = GL_TEXTURE1) 11259 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 11260 glUniform1i(location = 4, v0 = 1) 11261 glActiveTexture(texture = GL_TEXTURE0) 11262 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11263 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 11265 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 11266 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11267 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11268 glViewport(x = 0, y = 0, width = 600, height = 450) 11269 glUseProgram(program = 0) 11270 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 11271 glEnable(cap = GL_BLEND) 11272 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 11273 glClear(mask = GL_COLOR_BUFFER_BIT) 11274 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11277 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11278 glFlush() 11280 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 11281 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 11282 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 11283 glDisable(cap = GL_FRAMEBUFFER_SRGB) 11284 glDisable(cap = GL_SCISSOR_TEST) 11285 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11286 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 11287 glClear(mask = GL_COLOR_BUFFER_BIT) 11288 glDisable(cap = GL_SCISSOR_TEST) 11289 glDisable(cap = GL_CULL_FACE) 11290 glFrontFace(mode = GL_CCW) 11291 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 11292 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11293 glDisable(cap = GL_BLEND) 11294 glDisable(cap = GL_DEPTH_TEST) 11295 glDepthMask(flag = GL_FALSE) 11296 glDepthFunc(func = GL_LESS) 11297 glDisable(cap = GL_STENCIL_TEST) 11298 glDisable(cap = GL_POLYGON_OFFSET_FILL) 11299 glUseProgram(program = 1) 11300 glViewport(x = 0, y = 0, width = 600, height = 450) 11301 glDepthRange(zNear = 0, zFar = 1) 11302 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 11303 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 11304 glEnableVertexAttribArray(index = 0) 11305 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 11306 glEnableVertexAttribArray(index = 1) 11307 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11308 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 11309 glUniform1i(location = 3, v0 = 0) 11310 glActiveTexture(texture = GL_TEXTURE1) 11311 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 11312 glUniform1i(location = 4, v0 = 1) 11313 glActiveTexture(texture = GL_TEXTURE0) 11314 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11315 glEnable(cap = GL_BLEND) 11316 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 11317 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 11318 glUseProgram(program = 5) 11319 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11320 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 11321 glUniform1i(location = 3, v0 = 1) 11322 glActiveTexture(texture = GL_TEXTURE1) 11323 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 11324 glUniform1i(location = 4, v0 = 1) 11325 glActiveTexture(texture = GL_TEXTURE0) 11326 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11327 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 11329 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 11330 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11331 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11332 glViewport(x = 0, y = 0, width = 600, height = 450) 11333 glUseProgram(program = 0) 11334 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 11335 glEnable(cap = GL_BLEND) 11336 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 11337 glClear(mask = GL_COLOR_BUFFER_BIT) 11338 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11341 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11342 glFlush() 11344 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 11345 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 11346 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 11347 glDisable(cap = GL_FRAMEBUFFER_SRGB) 11348 glDisable(cap = GL_SCISSOR_TEST) 11349 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11350 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 11351 glClear(mask = GL_COLOR_BUFFER_BIT) 11352 glDisable(cap = GL_SCISSOR_TEST) 11353 glDisable(cap = GL_CULL_FACE) 11354 glFrontFace(mode = GL_CCW) 11355 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 11356 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11357 glDisable(cap = GL_BLEND) 11358 glDisable(cap = GL_DEPTH_TEST) 11359 glDepthMask(flag = GL_FALSE) 11360 glDepthFunc(func = GL_LESS) 11361 glDisable(cap = GL_STENCIL_TEST) 11362 glDisable(cap = GL_POLYGON_OFFSET_FILL) 11363 glUseProgram(program = 1) 11364 glViewport(x = 0, y = 0, width = 600, height = 450) 11365 glDepthRange(zNear = 0, zFar = 1) 11366 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 11367 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 11368 glEnableVertexAttribArray(index = 0) 11369 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 11370 glEnableVertexAttribArray(index = 1) 11371 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11372 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 11373 glUniform1i(location = 3, v0 = 0) 11374 glActiveTexture(texture = GL_TEXTURE1) 11375 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 11376 glUniform1i(location = 4, v0 = 1) 11377 glActiveTexture(texture = GL_TEXTURE0) 11378 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11379 glEnable(cap = GL_BLEND) 11380 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 11381 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 11382 glUseProgram(program = 5) 11383 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11384 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 11385 glUniform1i(location = 3, v0 = 1) 11386 glActiveTexture(texture = GL_TEXTURE1) 11387 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 11388 glUniform1i(location = 4, v0 = 1) 11389 glActiveTexture(texture = GL_TEXTURE0) 11390 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11391 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 11393 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 11394 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11395 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11396 glViewport(x = 0, y = 0, width = 600, height = 450) 11397 glUseProgram(program = 0) 11398 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 11399 glEnable(cap = GL_BLEND) 11400 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 11401 glClear(mask = GL_COLOR_BUFFER_BIT) 11402 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11405 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11406 glFlush() 11408 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 11409 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 11410 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 11411 glDisable(cap = GL_FRAMEBUFFER_SRGB) 11412 glDisable(cap = GL_SCISSOR_TEST) 11413 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11414 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 11415 glClear(mask = GL_COLOR_BUFFER_BIT) 11416 glDisable(cap = GL_SCISSOR_TEST) 11417 glDisable(cap = GL_CULL_FACE) 11418 glFrontFace(mode = GL_CCW) 11419 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 11420 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11421 glDisable(cap = GL_BLEND) 11422 glDisable(cap = GL_DEPTH_TEST) 11423 glDepthMask(flag = GL_FALSE) 11424 glDepthFunc(func = GL_LESS) 11425 glDisable(cap = GL_STENCIL_TEST) 11426 glDisable(cap = GL_POLYGON_OFFSET_FILL) 11427 glUseProgram(program = 1) 11428 glViewport(x = 0, y = 0, width = 600, height = 450) 11429 glDepthRange(zNear = 0, zFar = 1) 11430 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 11431 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 11432 glEnableVertexAttribArray(index = 0) 11433 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 11434 glEnableVertexAttribArray(index = 1) 11435 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11436 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 11437 glUniform1i(location = 3, v0 = 0) 11438 glActiveTexture(texture = GL_TEXTURE1) 11439 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 11440 glUniform1i(location = 4, v0 = 1) 11441 glActiveTexture(texture = GL_TEXTURE0) 11442 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11443 glEnable(cap = GL_BLEND) 11444 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 11445 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 11446 glUseProgram(program = 5) 11447 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11448 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 11449 glUniform1i(location = 3, v0 = 1) 11450 glActiveTexture(texture = GL_TEXTURE1) 11451 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 11452 glUniform1i(location = 4, v0 = 1) 11453 glActiveTexture(texture = GL_TEXTURE0) 11454 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11455 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 11457 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 11458 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11459 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11460 glViewport(x = 0, y = 0, width = 600, height = 450) 11461 glUseProgram(program = 0) 11462 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 11463 glEnable(cap = GL_BLEND) 11464 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 11465 glClear(mask = GL_COLOR_BUFFER_BIT) 11466 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11469 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11470 glFlush() 11472 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 11473 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 11474 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 11475 glDisable(cap = GL_FRAMEBUFFER_SRGB) 11476 glDisable(cap = GL_SCISSOR_TEST) 11477 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11478 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 11479 glClear(mask = GL_COLOR_BUFFER_BIT) 11480 glDisable(cap = GL_SCISSOR_TEST) 11481 glDisable(cap = GL_CULL_FACE) 11482 glFrontFace(mode = GL_CCW) 11483 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 11484 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11485 glDisable(cap = GL_BLEND) 11486 glDisable(cap = GL_DEPTH_TEST) 11487 glDepthMask(flag = GL_FALSE) 11488 glDepthFunc(func = GL_LESS) 11489 glDisable(cap = GL_STENCIL_TEST) 11490 glDisable(cap = GL_POLYGON_OFFSET_FILL) 11491 glUseProgram(program = 1) 11492 glViewport(x = 0, y = 0, width = 600, height = 450) 11493 glDepthRange(zNear = 0, zFar = 1) 11494 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 11495 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 11496 glEnableVertexAttribArray(index = 0) 11497 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 11498 glEnableVertexAttribArray(index = 1) 11499 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11500 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 11501 glUniform1i(location = 3, v0 = 0) 11502 glActiveTexture(texture = GL_TEXTURE1) 11503 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 11504 glUniform1i(location = 4, v0 = 1) 11505 glActiveTexture(texture = GL_TEXTURE0) 11506 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11507 glEnable(cap = GL_BLEND) 11508 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 11509 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 11510 glUseProgram(program = 5) 11511 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11512 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 11513 glUniform1i(location = 3, v0 = 1) 11514 glActiveTexture(texture = GL_TEXTURE1) 11515 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 11516 glUniform1i(location = 4, v0 = 1) 11517 glActiveTexture(texture = GL_TEXTURE0) 11518 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11519 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 11521 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 11522 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11523 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11524 glViewport(x = 0, y = 0, width = 600, height = 450) 11525 glUseProgram(program = 0) 11526 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 11527 glEnable(cap = GL_BLEND) 11528 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 11529 glClear(mask = GL_COLOR_BUFFER_BIT) 11530 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11533 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11534 glFlush() 11536 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 11537 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 11538 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 11539 glDisable(cap = GL_FRAMEBUFFER_SRGB) 11540 glDisable(cap = GL_SCISSOR_TEST) 11541 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11542 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 11543 glClear(mask = GL_COLOR_BUFFER_BIT) 11544 glDisable(cap = GL_SCISSOR_TEST) 11545 glDisable(cap = GL_CULL_FACE) 11546 glFrontFace(mode = GL_CCW) 11547 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 11548 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11549 glDisable(cap = GL_BLEND) 11550 glDisable(cap = GL_DEPTH_TEST) 11551 glDepthMask(flag = GL_FALSE) 11552 glDepthFunc(func = GL_LESS) 11553 glDisable(cap = GL_STENCIL_TEST) 11554 glDisable(cap = GL_POLYGON_OFFSET_FILL) 11555 glUseProgram(program = 1) 11556 glViewport(x = 0, y = 0, width = 600, height = 450) 11557 glDepthRange(zNear = 0, zFar = 1) 11558 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 11559 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 11560 glEnableVertexAttribArray(index = 0) 11561 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 11562 glEnableVertexAttribArray(index = 1) 11563 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11564 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 11565 glUniform1i(location = 3, v0 = 0) 11566 glActiveTexture(texture = GL_TEXTURE1) 11567 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 11568 glUniform1i(location = 4, v0 = 1) 11569 glActiveTexture(texture = GL_TEXTURE0) 11570 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11571 glEnable(cap = GL_BLEND) 11572 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 11573 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 11574 glUseProgram(program = 5) 11575 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11576 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 11577 glUniform1i(location = 3, v0 = 1) 11578 glActiveTexture(texture = GL_TEXTURE1) 11579 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 11580 glUniform1i(location = 4, v0 = 1) 11581 glActiveTexture(texture = GL_TEXTURE0) 11582 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11583 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 11585 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 11586 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11587 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11588 glViewport(x = 0, y = 0, width = 600, height = 450) 11589 glUseProgram(program = 0) 11590 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 11591 glEnable(cap = GL_BLEND) 11592 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 11593 glClear(mask = GL_COLOR_BUFFER_BIT) 11594 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11597 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11598 glFlush() 11600 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 11601 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 11602 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 11603 glDisable(cap = GL_FRAMEBUFFER_SRGB) 11604 glDisable(cap = GL_SCISSOR_TEST) 11605 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11606 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 11607 glClear(mask = GL_COLOR_BUFFER_BIT) 11608 glDisable(cap = GL_SCISSOR_TEST) 11609 glDisable(cap = GL_CULL_FACE) 11610 glFrontFace(mode = GL_CCW) 11611 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 11612 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11613 glDisable(cap = GL_BLEND) 11614 glDisable(cap = GL_DEPTH_TEST) 11615 glDepthMask(flag = GL_FALSE) 11616 glDepthFunc(func = GL_LESS) 11617 glDisable(cap = GL_STENCIL_TEST) 11618 glDisable(cap = GL_POLYGON_OFFSET_FILL) 11619 glUseProgram(program = 1) 11620 glViewport(x = 0, y = 0, width = 600, height = 450) 11621 glDepthRange(zNear = 0, zFar = 1) 11622 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 11623 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 11624 glEnableVertexAttribArray(index = 0) 11625 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 11626 glEnableVertexAttribArray(index = 1) 11627 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11628 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 11629 glUniform1i(location = 3, v0 = 0) 11630 glActiveTexture(texture = GL_TEXTURE1) 11631 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 11632 glUniform1i(location = 4, v0 = 1) 11633 glActiveTexture(texture = GL_TEXTURE0) 11634 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11635 glEnable(cap = GL_BLEND) 11636 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 11637 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 11638 glUseProgram(program = 5) 11639 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11640 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 11641 glUniform1i(location = 3, v0 = 1) 11642 glActiveTexture(texture = GL_TEXTURE1) 11643 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 11644 glUniform1i(location = 4, v0 = 1) 11645 glActiveTexture(texture = GL_TEXTURE0) 11646 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11647 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 11649 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 11650 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11651 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11652 glViewport(x = 0, y = 0, width = 600, height = 450) 11653 glUseProgram(program = 0) 11654 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 11655 glEnable(cap = GL_BLEND) 11656 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 11657 glClear(mask = GL_COLOR_BUFFER_BIT) 11658 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11661 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11662 glFlush() 11664 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 11665 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 11666 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 11667 glDisable(cap = GL_FRAMEBUFFER_SRGB) 11668 glDisable(cap = GL_SCISSOR_TEST) 11669 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11670 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 11671 glClear(mask = GL_COLOR_BUFFER_BIT) 11672 glDisable(cap = GL_SCISSOR_TEST) 11673 glDisable(cap = GL_CULL_FACE) 11674 glFrontFace(mode = GL_CCW) 11675 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 11676 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11677 glDisable(cap = GL_BLEND) 11678 glDisable(cap = GL_DEPTH_TEST) 11679 glDepthMask(flag = GL_FALSE) 11680 glDepthFunc(func = GL_LESS) 11681 glDisable(cap = GL_STENCIL_TEST) 11682 glDisable(cap = GL_POLYGON_OFFSET_FILL) 11683 glUseProgram(program = 1) 11684 glViewport(x = 0, y = 0, width = 600, height = 450) 11685 glDepthRange(zNear = 0, zFar = 1) 11686 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 11687 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 11688 glEnableVertexAttribArray(index = 0) 11689 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 11690 glEnableVertexAttribArray(index = 1) 11691 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11692 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 11693 glUniform1i(location = 3, v0 = 0) 11694 glActiveTexture(texture = GL_TEXTURE1) 11695 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 11696 glUniform1i(location = 4, v0 = 1) 11697 glActiveTexture(texture = GL_TEXTURE0) 11698 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11699 glEnable(cap = GL_BLEND) 11700 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 11701 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 11702 glUseProgram(program = 5) 11703 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11704 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 11705 glUniform1i(location = 3, v0 = 1) 11706 glActiveTexture(texture = GL_TEXTURE1) 11707 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 11708 glUniform1i(location = 4, v0 = 1) 11709 glActiveTexture(texture = GL_TEXTURE0) 11710 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11711 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 11713 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 11714 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11715 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11716 glViewport(x = 0, y = 0, width = 600, height = 450) 11717 glUseProgram(program = 0) 11718 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 11719 glEnable(cap = GL_BLEND) 11720 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 11721 glClear(mask = GL_COLOR_BUFFER_BIT) 11722 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11725 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11726 glFlush() 11728 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 11729 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 11730 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 11731 glDisable(cap = GL_FRAMEBUFFER_SRGB) 11732 glDisable(cap = GL_SCISSOR_TEST) 11733 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11734 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 11735 glClear(mask = GL_COLOR_BUFFER_BIT) 11736 glDisable(cap = GL_SCISSOR_TEST) 11737 glDisable(cap = GL_CULL_FACE) 11738 glFrontFace(mode = GL_CCW) 11739 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 11740 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11741 glDisable(cap = GL_BLEND) 11742 glDisable(cap = GL_DEPTH_TEST) 11743 glDepthMask(flag = GL_FALSE) 11744 glDepthFunc(func = GL_LESS) 11745 glDisable(cap = GL_STENCIL_TEST) 11746 glDisable(cap = GL_POLYGON_OFFSET_FILL) 11747 glUseProgram(program = 1) 11748 glViewport(x = 0, y = 0, width = 600, height = 450) 11749 glDepthRange(zNear = 0, zFar = 1) 11750 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 11751 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 11752 glEnableVertexAttribArray(index = 0) 11753 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 11754 glEnableVertexAttribArray(index = 1) 11755 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11756 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 11757 glUniform1i(location = 3, v0 = 0) 11758 glActiveTexture(texture = GL_TEXTURE1) 11759 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 11760 glUniform1i(location = 4, v0 = 1) 11761 glActiveTexture(texture = GL_TEXTURE0) 11762 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11763 glEnable(cap = GL_BLEND) 11764 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 11765 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 11766 glUseProgram(program = 5) 11767 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11768 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 11769 glUniform1i(location = 3, v0 = 1) 11770 glActiveTexture(texture = GL_TEXTURE1) 11771 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 11772 glUniform1i(location = 4, v0 = 1) 11773 glActiveTexture(texture = GL_TEXTURE0) 11774 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11775 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 11777 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 11778 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11779 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11780 glViewport(x = 0, y = 0, width = 600, height = 450) 11781 glUseProgram(program = 0) 11782 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 11783 glEnable(cap = GL_BLEND) 11784 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 11785 glClear(mask = GL_COLOR_BUFFER_BIT) 11786 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11789 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11790 glFlush() 11792 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 11793 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 11794 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 11795 glDisable(cap = GL_FRAMEBUFFER_SRGB) 11796 glDisable(cap = GL_SCISSOR_TEST) 11797 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11798 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 11799 glClear(mask = GL_COLOR_BUFFER_BIT) 11800 glDisable(cap = GL_SCISSOR_TEST) 11801 glDisable(cap = GL_CULL_FACE) 11802 glFrontFace(mode = GL_CCW) 11803 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 11804 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11805 glDisable(cap = GL_BLEND) 11806 glDisable(cap = GL_DEPTH_TEST) 11807 glDepthMask(flag = GL_FALSE) 11808 glDepthFunc(func = GL_LESS) 11809 glDisable(cap = GL_STENCIL_TEST) 11810 glDisable(cap = GL_POLYGON_OFFSET_FILL) 11811 glUseProgram(program = 1) 11812 glViewport(x = 0, y = 0, width = 600, height = 450) 11813 glDepthRange(zNear = 0, zFar = 1) 11814 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 11815 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 11816 glEnableVertexAttribArray(index = 0) 11817 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 11818 glEnableVertexAttribArray(index = 1) 11819 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11820 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 11821 glUniform1i(location = 3, v0 = 0) 11822 glActiveTexture(texture = GL_TEXTURE1) 11823 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 11824 glUniform1i(location = 4, v0 = 1) 11825 glActiveTexture(texture = GL_TEXTURE0) 11826 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11827 glEnable(cap = GL_BLEND) 11828 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 11829 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 11830 glUseProgram(program = 5) 11831 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11832 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 11833 glUniform1i(location = 3, v0 = 1) 11834 glActiveTexture(texture = GL_TEXTURE1) 11835 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 11836 glUniform1i(location = 4, v0 = 1) 11837 glActiveTexture(texture = GL_TEXTURE0) 11838 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11839 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 11841 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 11842 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11843 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11844 glViewport(x = 0, y = 0, width = 600, height = 450) 11845 glUseProgram(program = 0) 11846 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 11847 glEnable(cap = GL_BLEND) 11848 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 11849 glClear(mask = GL_COLOR_BUFFER_BIT) 11850 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11853 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11854 glFlush() 11856 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 11857 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 11858 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 11859 glDisable(cap = GL_FRAMEBUFFER_SRGB) 11860 glDisable(cap = GL_SCISSOR_TEST) 11861 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11862 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 11863 glClear(mask = GL_COLOR_BUFFER_BIT) 11864 glDisable(cap = GL_SCISSOR_TEST) 11865 glDisable(cap = GL_CULL_FACE) 11866 glFrontFace(mode = GL_CCW) 11867 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 11868 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11869 glDisable(cap = GL_BLEND) 11870 glDisable(cap = GL_DEPTH_TEST) 11871 glDepthMask(flag = GL_FALSE) 11872 glDepthFunc(func = GL_LESS) 11873 glDisable(cap = GL_STENCIL_TEST) 11874 glDisable(cap = GL_POLYGON_OFFSET_FILL) 11875 glUseProgram(program = 1) 11876 glViewport(x = 0, y = 0, width = 600, height = 450) 11877 glDepthRange(zNear = 0, zFar = 1) 11878 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 11879 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 11880 glEnableVertexAttribArray(index = 0) 11881 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 11882 glEnableVertexAttribArray(index = 1) 11883 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11884 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 11885 glUniform1i(location = 3, v0 = 0) 11886 glActiveTexture(texture = GL_TEXTURE1) 11887 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 11888 glUniform1i(location = 4, v0 = 1) 11889 glActiveTexture(texture = GL_TEXTURE0) 11890 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11891 glEnable(cap = GL_BLEND) 11892 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 11893 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 11894 glUseProgram(program = 5) 11895 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11896 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 11897 glUniform1i(location = 3, v0 = 1) 11898 glActiveTexture(texture = GL_TEXTURE1) 11899 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 11900 glUniform1i(location = 4, v0 = 1) 11901 glActiveTexture(texture = GL_TEXTURE0) 11902 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11903 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 11905 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 11906 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11907 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11908 glViewport(x = 0, y = 0, width = 600, height = 450) 11909 glUseProgram(program = 0) 11910 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 11911 glEnable(cap = GL_BLEND) 11912 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 11913 glClear(mask = GL_COLOR_BUFFER_BIT) 11914 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11917 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11918 glFlush() 11920 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 11921 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 11922 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 11923 glDisable(cap = GL_FRAMEBUFFER_SRGB) 11924 glDisable(cap = GL_SCISSOR_TEST) 11925 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11926 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 11927 glClear(mask = GL_COLOR_BUFFER_BIT) 11928 glDisable(cap = GL_SCISSOR_TEST) 11929 glDisable(cap = GL_CULL_FACE) 11930 glFrontFace(mode = GL_CCW) 11931 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 11932 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11933 glDisable(cap = GL_BLEND) 11934 glDisable(cap = GL_DEPTH_TEST) 11935 glDepthMask(flag = GL_FALSE) 11936 glDepthFunc(func = GL_LESS) 11937 glDisable(cap = GL_STENCIL_TEST) 11938 glDisable(cap = GL_POLYGON_OFFSET_FILL) 11939 glUseProgram(program = 1) 11940 glViewport(x = 0, y = 0, width = 600, height = 450) 11941 glDepthRange(zNear = 0, zFar = 1) 11942 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 11943 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 11944 glEnableVertexAttribArray(index = 0) 11945 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 11946 glEnableVertexAttribArray(index = 1) 11947 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11948 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 11949 glUniform1i(location = 3, v0 = 0) 11950 glActiveTexture(texture = GL_TEXTURE1) 11951 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 11952 glUniform1i(location = 4, v0 = 1) 11953 glActiveTexture(texture = GL_TEXTURE0) 11954 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11955 glEnable(cap = GL_BLEND) 11956 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 11957 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 11958 glUseProgram(program = 5) 11959 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 11960 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 11961 glUniform1i(location = 3, v0 = 1) 11962 glActiveTexture(texture = GL_TEXTURE1) 11963 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 11964 glUniform1i(location = 4, v0 = 1) 11965 glActiveTexture(texture = GL_TEXTURE0) 11966 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 11967 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 11969 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 11970 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11971 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11972 glViewport(x = 0, y = 0, width = 600, height = 450) 11973 glUseProgram(program = 0) 11974 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 11975 glEnable(cap = GL_BLEND) 11976 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 11977 glClear(mask = GL_COLOR_BUFFER_BIT) 11978 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 11981 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 11982 glFlush() 11984 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 11985 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 11986 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 11987 glDisable(cap = GL_FRAMEBUFFER_SRGB) 11988 glDisable(cap = GL_SCISSOR_TEST) 11989 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11990 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 11991 glClear(mask = GL_COLOR_BUFFER_BIT) 11992 glDisable(cap = GL_SCISSOR_TEST) 11993 glDisable(cap = GL_CULL_FACE) 11994 glFrontFace(mode = GL_CCW) 11995 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 11996 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 11997 glDisable(cap = GL_BLEND) 11998 glDisable(cap = GL_DEPTH_TEST) 11999 glDepthMask(flag = GL_FALSE) 12000 glDepthFunc(func = GL_LESS) 12001 glDisable(cap = GL_STENCIL_TEST) 12002 glDisable(cap = GL_POLYGON_OFFSET_FILL) 12003 glUseProgram(program = 1) 12004 glViewport(x = 0, y = 0, width = 600, height = 450) 12005 glDepthRange(zNear = 0, zFar = 1) 12006 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 12007 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 12008 glEnableVertexAttribArray(index = 0) 12009 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 12010 glEnableVertexAttribArray(index = 1) 12011 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12012 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 12013 glUniform1i(location = 3, v0 = 0) 12014 glActiveTexture(texture = GL_TEXTURE1) 12015 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 12016 glUniform1i(location = 4, v0 = 1) 12017 glActiveTexture(texture = GL_TEXTURE0) 12018 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12019 glEnable(cap = GL_BLEND) 12020 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 12021 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 12022 glUseProgram(program = 5) 12023 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12024 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 12025 glUniform1i(location = 3, v0 = 1) 12026 glActiveTexture(texture = GL_TEXTURE1) 12027 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 12028 glUniform1i(location = 4, v0 = 1) 12029 glActiveTexture(texture = GL_TEXTURE0) 12030 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12031 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 12033 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 12034 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12035 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12036 glViewport(x = 0, y = 0, width = 600, height = 450) 12037 glUseProgram(program = 0) 12038 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 12039 glEnable(cap = GL_BLEND) 12040 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 12041 glClear(mask = GL_COLOR_BUFFER_BIT) 12042 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12045 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12046 glFlush() 12048 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 12049 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 12050 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 12051 glDisable(cap = GL_FRAMEBUFFER_SRGB) 12052 glDisable(cap = GL_SCISSOR_TEST) 12053 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12054 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 12055 glClear(mask = GL_COLOR_BUFFER_BIT) 12056 glDisable(cap = GL_SCISSOR_TEST) 12057 glDisable(cap = GL_CULL_FACE) 12058 glFrontFace(mode = GL_CCW) 12059 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 12060 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12061 glDisable(cap = GL_BLEND) 12062 glDisable(cap = GL_DEPTH_TEST) 12063 glDepthMask(flag = GL_FALSE) 12064 glDepthFunc(func = GL_LESS) 12065 glDisable(cap = GL_STENCIL_TEST) 12066 glDisable(cap = GL_POLYGON_OFFSET_FILL) 12067 glUseProgram(program = 1) 12068 glViewport(x = 0, y = 0, width = 600, height = 450) 12069 glDepthRange(zNear = 0, zFar = 1) 12070 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 12071 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 12072 glEnableVertexAttribArray(index = 0) 12073 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 12074 glEnableVertexAttribArray(index = 1) 12075 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12076 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 12077 glUniform1i(location = 3, v0 = 0) 12078 glActiveTexture(texture = GL_TEXTURE1) 12079 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 12080 glUniform1i(location = 4, v0 = 1) 12081 glActiveTexture(texture = GL_TEXTURE0) 12082 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12083 glEnable(cap = GL_BLEND) 12084 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 12085 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 12086 glUseProgram(program = 5) 12087 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12088 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 12089 glUniform1i(location = 3, v0 = 1) 12090 glActiveTexture(texture = GL_TEXTURE1) 12091 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 12092 glUniform1i(location = 4, v0 = 1) 12093 glActiveTexture(texture = GL_TEXTURE0) 12094 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12095 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 12097 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 12098 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12099 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12100 glViewport(x = 0, y = 0, width = 600, height = 450) 12101 glUseProgram(program = 0) 12102 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 12103 glEnable(cap = GL_BLEND) 12104 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 12105 glClear(mask = GL_COLOR_BUFFER_BIT) 12106 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12109 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12110 glFlush() 12112 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 12113 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 12114 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 12115 glDisable(cap = GL_FRAMEBUFFER_SRGB) 12116 glDisable(cap = GL_SCISSOR_TEST) 12117 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12118 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 12119 glClear(mask = GL_COLOR_BUFFER_BIT) 12120 glDisable(cap = GL_SCISSOR_TEST) 12121 glDisable(cap = GL_CULL_FACE) 12122 glFrontFace(mode = GL_CCW) 12123 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 12124 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12125 glDisable(cap = GL_BLEND) 12126 glDisable(cap = GL_DEPTH_TEST) 12127 glDepthMask(flag = GL_FALSE) 12128 glDepthFunc(func = GL_LESS) 12129 glDisable(cap = GL_STENCIL_TEST) 12130 glDisable(cap = GL_POLYGON_OFFSET_FILL) 12131 glUseProgram(program = 1) 12132 glViewport(x = 0, y = 0, width = 600, height = 450) 12133 glDepthRange(zNear = 0, zFar = 1) 12134 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 12135 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 12136 glEnableVertexAttribArray(index = 0) 12137 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 12138 glEnableVertexAttribArray(index = 1) 12139 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12140 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 12141 glUniform1i(location = 3, v0 = 0) 12142 glActiveTexture(texture = GL_TEXTURE1) 12143 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 12144 glUniform1i(location = 4, v0 = 1) 12145 glActiveTexture(texture = GL_TEXTURE0) 12146 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12147 glEnable(cap = GL_BLEND) 12148 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 12149 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 12150 glUseProgram(program = 5) 12151 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12152 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 12153 glUniform1i(location = 3, v0 = 1) 12154 glActiveTexture(texture = GL_TEXTURE1) 12155 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 12156 glUniform1i(location = 4, v0 = 1) 12157 glActiveTexture(texture = GL_TEXTURE0) 12158 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12159 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 12161 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 12162 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12163 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12164 glViewport(x = 0, y = 0, width = 600, height = 450) 12165 glUseProgram(program = 0) 12166 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 12167 glEnable(cap = GL_BLEND) 12168 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 12169 glClear(mask = GL_COLOR_BUFFER_BIT) 12170 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12173 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12174 glFlush() 12176 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 12177 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 12178 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 12179 glDisable(cap = GL_FRAMEBUFFER_SRGB) 12180 glDisable(cap = GL_SCISSOR_TEST) 12181 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12182 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 12183 glClear(mask = GL_COLOR_BUFFER_BIT) 12184 glDisable(cap = GL_SCISSOR_TEST) 12185 glDisable(cap = GL_CULL_FACE) 12186 glFrontFace(mode = GL_CCW) 12187 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 12188 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12189 glDisable(cap = GL_BLEND) 12190 glDisable(cap = GL_DEPTH_TEST) 12191 glDepthMask(flag = GL_FALSE) 12192 glDepthFunc(func = GL_LESS) 12193 glDisable(cap = GL_STENCIL_TEST) 12194 glDisable(cap = GL_POLYGON_OFFSET_FILL) 12195 glUseProgram(program = 1) 12196 glViewport(x = 0, y = 0, width = 600, height = 450) 12197 glDepthRange(zNear = 0, zFar = 1) 12198 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 12199 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 12200 glEnableVertexAttribArray(index = 0) 12201 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 12202 glEnableVertexAttribArray(index = 1) 12203 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12204 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 12205 glUniform1i(location = 3, v0 = 0) 12206 glActiveTexture(texture = GL_TEXTURE1) 12207 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 12208 glUniform1i(location = 4, v0 = 1) 12209 glActiveTexture(texture = GL_TEXTURE0) 12210 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12211 glEnable(cap = GL_BLEND) 12212 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 12213 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 12214 glUseProgram(program = 5) 12215 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12216 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 12217 glUniform1i(location = 3, v0 = 1) 12218 glActiveTexture(texture = GL_TEXTURE1) 12219 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 12220 glUniform1i(location = 4, v0 = 1) 12221 glActiveTexture(texture = GL_TEXTURE0) 12222 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12223 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 12225 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 12226 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12227 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12228 glViewport(x = 0, y = 0, width = 600, height = 450) 12229 glUseProgram(program = 0) 12230 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 12231 glEnable(cap = GL_BLEND) 12232 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 12233 glClear(mask = GL_COLOR_BUFFER_BIT) 12234 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12237 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12238 glFlush() 12240 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 12241 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 12242 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 12243 glDisable(cap = GL_FRAMEBUFFER_SRGB) 12244 glDisable(cap = GL_SCISSOR_TEST) 12245 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12246 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 12247 glClear(mask = GL_COLOR_BUFFER_BIT) 12248 glDisable(cap = GL_SCISSOR_TEST) 12249 glDisable(cap = GL_CULL_FACE) 12250 glFrontFace(mode = GL_CCW) 12251 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 12252 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12253 glDisable(cap = GL_BLEND) 12254 glDisable(cap = GL_DEPTH_TEST) 12255 glDepthMask(flag = GL_FALSE) 12256 glDepthFunc(func = GL_LESS) 12257 glDisable(cap = GL_STENCIL_TEST) 12258 glDisable(cap = GL_POLYGON_OFFSET_FILL) 12259 glUseProgram(program = 1) 12260 glViewport(x = 0, y = 0, width = 600, height = 450) 12261 glDepthRange(zNear = 0, zFar = 1) 12262 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 12263 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 12264 glEnableVertexAttribArray(index = 0) 12265 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 12266 glEnableVertexAttribArray(index = 1) 12267 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12268 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 12269 glUniform1i(location = 3, v0 = 0) 12270 glActiveTexture(texture = GL_TEXTURE1) 12271 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 12272 glUniform1i(location = 4, v0 = 1) 12273 glActiveTexture(texture = GL_TEXTURE0) 12274 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12275 glEnable(cap = GL_BLEND) 12276 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 12277 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 12278 glUseProgram(program = 5) 12279 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12280 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 12281 glUniform1i(location = 3, v0 = 1) 12282 glActiveTexture(texture = GL_TEXTURE1) 12283 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 12284 glUniform1i(location = 4, v0 = 1) 12285 glActiveTexture(texture = GL_TEXTURE0) 12286 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12287 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 12289 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 12290 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12291 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12292 glViewport(x = 0, y = 0, width = 600, height = 450) 12293 glUseProgram(program = 0) 12294 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 12295 glEnable(cap = GL_BLEND) 12296 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 12297 glClear(mask = GL_COLOR_BUFFER_BIT) 12298 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12301 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12302 glFlush() 12304 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 12305 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 12306 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 12307 glDisable(cap = GL_FRAMEBUFFER_SRGB) 12308 glDisable(cap = GL_SCISSOR_TEST) 12309 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12310 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 12311 glClear(mask = GL_COLOR_BUFFER_BIT) 12312 glDisable(cap = GL_SCISSOR_TEST) 12313 glDisable(cap = GL_CULL_FACE) 12314 glFrontFace(mode = GL_CCW) 12315 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 12316 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12317 glDisable(cap = GL_BLEND) 12318 glDisable(cap = GL_DEPTH_TEST) 12319 glDepthMask(flag = GL_FALSE) 12320 glDepthFunc(func = GL_LESS) 12321 glDisable(cap = GL_STENCIL_TEST) 12322 glDisable(cap = GL_POLYGON_OFFSET_FILL) 12323 glUseProgram(program = 1) 12324 glViewport(x = 0, y = 0, width = 600, height = 450) 12325 glDepthRange(zNear = 0, zFar = 1) 12326 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 12327 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 12328 glEnableVertexAttribArray(index = 0) 12329 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 12330 glEnableVertexAttribArray(index = 1) 12331 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12332 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 12333 glUniform1i(location = 3, v0 = 0) 12334 glActiveTexture(texture = GL_TEXTURE1) 12335 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 12336 glUniform1i(location = 4, v0 = 1) 12337 glActiveTexture(texture = GL_TEXTURE0) 12338 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12339 glEnable(cap = GL_BLEND) 12340 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 12341 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 12342 glUseProgram(program = 5) 12343 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12344 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 12345 glUniform1i(location = 3, v0 = 1) 12346 glActiveTexture(texture = GL_TEXTURE1) 12347 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 12348 glUniform1i(location = 4, v0 = 1) 12349 glActiveTexture(texture = GL_TEXTURE0) 12350 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12351 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 12353 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 12354 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12355 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12356 glViewport(x = 0, y = 0, width = 600, height = 450) 12357 glUseProgram(program = 0) 12358 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 12359 glEnable(cap = GL_BLEND) 12360 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 12361 glClear(mask = GL_COLOR_BUFFER_BIT) 12362 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12365 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12366 glFlush() 12368 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 12369 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 12370 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 12371 glDisable(cap = GL_FRAMEBUFFER_SRGB) 12372 glDisable(cap = GL_SCISSOR_TEST) 12373 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12374 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 12375 glClear(mask = GL_COLOR_BUFFER_BIT) 12376 glDisable(cap = GL_SCISSOR_TEST) 12377 glDisable(cap = GL_CULL_FACE) 12378 glFrontFace(mode = GL_CCW) 12379 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 12380 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12381 glDisable(cap = GL_BLEND) 12382 glDisable(cap = GL_DEPTH_TEST) 12383 glDepthMask(flag = GL_FALSE) 12384 glDepthFunc(func = GL_LESS) 12385 glDisable(cap = GL_STENCIL_TEST) 12386 glDisable(cap = GL_POLYGON_OFFSET_FILL) 12387 glUseProgram(program = 1) 12388 glViewport(x = 0, y = 0, width = 600, height = 450) 12389 glDepthRange(zNear = 0, zFar = 1) 12390 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 12391 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 12392 glEnableVertexAttribArray(index = 0) 12393 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 12394 glEnableVertexAttribArray(index = 1) 12395 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12396 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 12397 glUniform1i(location = 3, v0 = 0) 12398 glActiveTexture(texture = GL_TEXTURE1) 12399 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 12400 glUniform1i(location = 4, v0 = 1) 12401 glActiveTexture(texture = GL_TEXTURE0) 12402 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12403 glEnable(cap = GL_BLEND) 12404 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 12405 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 12406 glUseProgram(program = 5) 12407 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12408 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 12409 glUniform1i(location = 3, v0 = 1) 12410 glActiveTexture(texture = GL_TEXTURE1) 12411 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 12412 glUniform1i(location = 4, v0 = 1) 12413 glActiveTexture(texture = GL_TEXTURE0) 12414 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12415 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 12417 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 12418 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12419 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12420 glViewport(x = 0, y = 0, width = 600, height = 450) 12421 glUseProgram(program = 0) 12422 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 12423 glEnable(cap = GL_BLEND) 12424 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 12425 glClear(mask = GL_COLOR_BUFFER_BIT) 12426 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12429 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12430 glFlush() 12432 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 12433 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 12434 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 12435 glDisable(cap = GL_FRAMEBUFFER_SRGB) 12436 glDisable(cap = GL_SCISSOR_TEST) 12437 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12438 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 12439 glClear(mask = GL_COLOR_BUFFER_BIT) 12440 glDisable(cap = GL_SCISSOR_TEST) 12441 glDisable(cap = GL_CULL_FACE) 12442 glFrontFace(mode = GL_CCW) 12443 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 12444 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12445 glDisable(cap = GL_BLEND) 12446 glDisable(cap = GL_DEPTH_TEST) 12447 glDepthMask(flag = GL_FALSE) 12448 glDepthFunc(func = GL_LESS) 12449 glDisable(cap = GL_STENCIL_TEST) 12450 glDisable(cap = GL_POLYGON_OFFSET_FILL) 12451 glUseProgram(program = 1) 12452 glViewport(x = 0, y = 0, width = 600, height = 450) 12453 glDepthRange(zNear = 0, zFar = 1) 12454 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 12455 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 12456 glEnableVertexAttribArray(index = 0) 12457 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 12458 glEnableVertexAttribArray(index = 1) 12459 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12460 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 12461 glUniform1i(location = 3, v0 = 0) 12462 glActiveTexture(texture = GL_TEXTURE1) 12463 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 12464 glUniform1i(location = 4, v0 = 1) 12465 glActiveTexture(texture = GL_TEXTURE0) 12466 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12467 glEnable(cap = GL_BLEND) 12468 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 12469 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 12470 glUseProgram(program = 5) 12471 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12472 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 12473 glUniform1i(location = 3, v0 = 1) 12474 glActiveTexture(texture = GL_TEXTURE1) 12475 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 12476 glUniform1i(location = 4, v0 = 1) 12477 glActiveTexture(texture = GL_TEXTURE0) 12478 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12479 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 12481 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 12482 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12483 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12484 glViewport(x = 0, y = 0, width = 600, height = 450) 12485 glUseProgram(program = 0) 12486 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 12487 glEnable(cap = GL_BLEND) 12488 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 12489 glClear(mask = GL_COLOR_BUFFER_BIT) 12490 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12493 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12494 glFlush() 12496 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 12497 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 12498 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 12499 glDisable(cap = GL_FRAMEBUFFER_SRGB) 12500 glDisable(cap = GL_SCISSOR_TEST) 12501 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12502 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 12503 glClear(mask = GL_COLOR_BUFFER_BIT) 12504 glDisable(cap = GL_SCISSOR_TEST) 12505 glDisable(cap = GL_CULL_FACE) 12506 glFrontFace(mode = GL_CCW) 12507 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 12508 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12509 glDisable(cap = GL_BLEND) 12510 glDisable(cap = GL_DEPTH_TEST) 12511 glDepthMask(flag = GL_FALSE) 12512 glDepthFunc(func = GL_LESS) 12513 glDisable(cap = GL_STENCIL_TEST) 12514 glDisable(cap = GL_POLYGON_OFFSET_FILL) 12515 glUseProgram(program = 1) 12516 glViewport(x = 0, y = 0, width = 600, height = 450) 12517 glDepthRange(zNear = 0, zFar = 1) 12518 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 12519 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 12520 glEnableVertexAttribArray(index = 0) 12521 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 12522 glEnableVertexAttribArray(index = 1) 12523 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12524 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 12525 glUniform1i(location = 3, v0 = 0) 12526 glActiveTexture(texture = GL_TEXTURE1) 12527 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 12528 glUniform1i(location = 4, v0 = 1) 12529 glActiveTexture(texture = GL_TEXTURE0) 12530 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12531 glEnable(cap = GL_BLEND) 12532 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 12533 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 12534 glUseProgram(program = 5) 12535 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12536 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 12537 glUniform1i(location = 3, v0 = 1) 12538 glActiveTexture(texture = GL_TEXTURE1) 12539 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 12540 glUniform1i(location = 4, v0 = 1) 12541 glActiveTexture(texture = GL_TEXTURE0) 12542 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12543 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 12545 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 12546 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12547 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12548 glViewport(x = 0, y = 0, width = 600, height = 450) 12549 glUseProgram(program = 0) 12550 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 12551 glEnable(cap = GL_BLEND) 12552 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 12553 glClear(mask = GL_COLOR_BUFFER_BIT) 12554 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12557 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12558 glFlush() 12560 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 12561 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 12562 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 12563 glDisable(cap = GL_FRAMEBUFFER_SRGB) 12564 glDisable(cap = GL_SCISSOR_TEST) 12565 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12566 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 12567 glClear(mask = GL_COLOR_BUFFER_BIT) 12568 glDisable(cap = GL_SCISSOR_TEST) 12569 glDisable(cap = GL_CULL_FACE) 12570 glFrontFace(mode = GL_CCW) 12571 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 12572 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12573 glDisable(cap = GL_BLEND) 12574 glDisable(cap = GL_DEPTH_TEST) 12575 glDepthMask(flag = GL_FALSE) 12576 glDepthFunc(func = GL_LESS) 12577 glDisable(cap = GL_STENCIL_TEST) 12578 glDisable(cap = GL_POLYGON_OFFSET_FILL) 12579 glUseProgram(program = 1) 12580 glViewport(x = 0, y = 0, width = 600, height = 450) 12581 glDepthRange(zNear = 0, zFar = 1) 12582 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 12583 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 12584 glEnableVertexAttribArray(index = 0) 12585 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 12586 glEnableVertexAttribArray(index = 1) 12587 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12588 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 12589 glUniform1i(location = 3, v0 = 0) 12590 glActiveTexture(texture = GL_TEXTURE1) 12591 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 12592 glUniform1i(location = 4, v0 = 1) 12593 glActiveTexture(texture = GL_TEXTURE0) 12594 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12595 glEnable(cap = GL_BLEND) 12596 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 12597 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 12598 glUseProgram(program = 5) 12599 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12600 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 12601 glUniform1i(location = 3, v0 = 1) 12602 glActiveTexture(texture = GL_TEXTURE1) 12603 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 12604 glUniform1i(location = 4, v0 = 1) 12605 glActiveTexture(texture = GL_TEXTURE0) 12606 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12607 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 12609 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 12610 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12611 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12612 glViewport(x = 0, y = 0, width = 600, height = 450) 12613 glUseProgram(program = 0) 12614 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 12615 glEnable(cap = GL_BLEND) 12616 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 12617 glClear(mask = GL_COLOR_BUFFER_BIT) 12618 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12621 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12622 glFlush() 12624 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 12625 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 12626 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 12627 glDisable(cap = GL_FRAMEBUFFER_SRGB) 12628 glDisable(cap = GL_SCISSOR_TEST) 12629 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12630 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 12631 glClear(mask = GL_COLOR_BUFFER_BIT) 12632 glDisable(cap = GL_SCISSOR_TEST) 12633 glDisable(cap = GL_CULL_FACE) 12634 glFrontFace(mode = GL_CCW) 12635 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 12636 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12637 glDisable(cap = GL_BLEND) 12638 glDisable(cap = GL_DEPTH_TEST) 12639 glDepthMask(flag = GL_FALSE) 12640 glDepthFunc(func = GL_LESS) 12641 glDisable(cap = GL_STENCIL_TEST) 12642 glDisable(cap = GL_POLYGON_OFFSET_FILL) 12643 glUseProgram(program = 1) 12644 glViewport(x = 0, y = 0, width = 600, height = 450) 12645 glDepthRange(zNear = 0, zFar = 1) 12646 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 12647 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 12648 glEnableVertexAttribArray(index = 0) 12649 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 12650 glEnableVertexAttribArray(index = 1) 12651 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12652 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 12653 glUniform1i(location = 3, v0 = 0) 12654 glActiveTexture(texture = GL_TEXTURE1) 12655 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 12656 glUniform1i(location = 4, v0 = 1) 12657 glActiveTexture(texture = GL_TEXTURE0) 12658 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12659 glEnable(cap = GL_BLEND) 12660 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 12661 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 12662 glUseProgram(program = 5) 12663 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12664 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 12665 glUniform1i(location = 3, v0 = 1) 12666 glActiveTexture(texture = GL_TEXTURE1) 12667 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 12668 glUniform1i(location = 4, v0 = 1) 12669 glActiveTexture(texture = GL_TEXTURE0) 12670 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12671 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 12673 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 12674 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12675 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12676 glViewport(x = 0, y = 0, width = 600, height = 450) 12677 glUseProgram(program = 0) 12678 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 12679 glEnable(cap = GL_BLEND) 12680 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 12681 glClear(mask = GL_COLOR_BUFFER_BIT) 12682 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12685 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12686 glFlush() 12688 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 12689 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 12690 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 12691 glDisable(cap = GL_FRAMEBUFFER_SRGB) 12692 glDisable(cap = GL_SCISSOR_TEST) 12693 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12694 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 12695 glClear(mask = GL_COLOR_BUFFER_BIT) 12696 glDisable(cap = GL_SCISSOR_TEST) 12697 glDisable(cap = GL_CULL_FACE) 12698 glFrontFace(mode = GL_CCW) 12699 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 12700 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12701 glDisable(cap = GL_BLEND) 12702 glDisable(cap = GL_DEPTH_TEST) 12703 glDepthMask(flag = GL_FALSE) 12704 glDepthFunc(func = GL_LESS) 12705 glDisable(cap = GL_STENCIL_TEST) 12706 glDisable(cap = GL_POLYGON_OFFSET_FILL) 12707 glUseProgram(program = 1) 12708 glViewport(x = 0, y = 0, width = 600, height = 450) 12709 glDepthRange(zNear = 0, zFar = 1) 12710 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 12711 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 12712 glEnableVertexAttribArray(index = 0) 12713 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 12714 glEnableVertexAttribArray(index = 1) 12715 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12716 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 12717 glUniform1i(location = 3, v0 = 0) 12718 glActiveTexture(texture = GL_TEXTURE1) 12719 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 12720 glUniform1i(location = 4, v0 = 1) 12721 glActiveTexture(texture = GL_TEXTURE0) 12722 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12723 glEnable(cap = GL_BLEND) 12724 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 12725 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 12726 glUseProgram(program = 5) 12727 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12728 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 12729 glUniform1i(location = 3, v0 = 1) 12730 glActiveTexture(texture = GL_TEXTURE1) 12731 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 12732 glUniform1i(location = 4, v0 = 1) 12733 glActiveTexture(texture = GL_TEXTURE0) 12734 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12735 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 12737 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 12738 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12739 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12740 glViewport(x = 0, y = 0, width = 600, height = 450) 12741 glUseProgram(program = 0) 12742 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 12743 glEnable(cap = GL_BLEND) 12744 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 12745 glClear(mask = GL_COLOR_BUFFER_BIT) 12746 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12749 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12750 glFlush() 12752 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 12753 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 12754 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 12755 glDisable(cap = GL_FRAMEBUFFER_SRGB) 12756 glDisable(cap = GL_SCISSOR_TEST) 12757 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12758 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 12759 glClear(mask = GL_COLOR_BUFFER_BIT) 12760 glDisable(cap = GL_SCISSOR_TEST) 12761 glDisable(cap = GL_CULL_FACE) 12762 glFrontFace(mode = GL_CCW) 12763 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 12764 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12765 glDisable(cap = GL_BLEND) 12766 glDisable(cap = GL_DEPTH_TEST) 12767 glDepthMask(flag = GL_FALSE) 12768 glDepthFunc(func = GL_LESS) 12769 glDisable(cap = GL_STENCIL_TEST) 12770 glDisable(cap = GL_POLYGON_OFFSET_FILL) 12771 glUseProgram(program = 1) 12772 glViewport(x = 0, y = 0, width = 600, height = 450) 12773 glDepthRange(zNear = 0, zFar = 1) 12774 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 12775 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 12776 glEnableVertexAttribArray(index = 0) 12777 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 12778 glEnableVertexAttribArray(index = 1) 12779 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12780 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 12781 glUniform1i(location = 3, v0 = 0) 12782 glActiveTexture(texture = GL_TEXTURE1) 12783 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 12784 glUniform1i(location = 4, v0 = 1) 12785 glActiveTexture(texture = GL_TEXTURE0) 12786 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12787 glEnable(cap = GL_BLEND) 12788 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 12789 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 12790 glUseProgram(program = 5) 12791 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12792 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 12793 glUniform1i(location = 3, v0 = 1) 12794 glActiveTexture(texture = GL_TEXTURE1) 12795 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 12796 glUniform1i(location = 4, v0 = 1) 12797 glActiveTexture(texture = GL_TEXTURE0) 12798 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12799 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 12801 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 12802 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12803 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12804 glViewport(x = 0, y = 0, width = 600, height = 450) 12805 glUseProgram(program = 0) 12806 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 12807 glEnable(cap = GL_BLEND) 12808 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 12809 glClear(mask = GL_COLOR_BUFFER_BIT) 12810 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12813 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12814 glFlush() 12816 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 12817 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 12818 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 12819 glDisable(cap = GL_FRAMEBUFFER_SRGB) 12820 glDisable(cap = GL_SCISSOR_TEST) 12821 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12822 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 12823 glClear(mask = GL_COLOR_BUFFER_BIT) 12824 glDisable(cap = GL_SCISSOR_TEST) 12825 glDisable(cap = GL_CULL_FACE) 12826 glFrontFace(mode = GL_CCW) 12827 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 12828 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12829 glDisable(cap = GL_BLEND) 12830 glDisable(cap = GL_DEPTH_TEST) 12831 glDepthMask(flag = GL_FALSE) 12832 glDepthFunc(func = GL_LESS) 12833 glDisable(cap = GL_STENCIL_TEST) 12834 glDisable(cap = GL_POLYGON_OFFSET_FILL) 12835 glUseProgram(program = 1) 12836 glViewport(x = 0, y = 0, width = 600, height = 450) 12837 glDepthRange(zNear = 0, zFar = 1) 12838 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 12839 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 12840 glEnableVertexAttribArray(index = 0) 12841 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 12842 glEnableVertexAttribArray(index = 1) 12843 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12844 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 12845 glUniform1i(location = 3, v0 = 0) 12846 glActiveTexture(texture = GL_TEXTURE1) 12847 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 12848 glUniform1i(location = 4, v0 = 1) 12849 glActiveTexture(texture = GL_TEXTURE0) 12850 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12851 glEnable(cap = GL_BLEND) 12852 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 12853 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 12854 glUseProgram(program = 5) 12855 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12856 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 12857 glUniform1i(location = 3, v0 = 1) 12858 glActiveTexture(texture = GL_TEXTURE1) 12859 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 12860 glUniform1i(location = 4, v0 = 1) 12861 glActiveTexture(texture = GL_TEXTURE0) 12862 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12863 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 12865 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 12866 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12867 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12868 glViewport(x = 0, y = 0, width = 600, height = 450) 12869 glUseProgram(program = 0) 12870 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 12871 glEnable(cap = GL_BLEND) 12872 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 12873 glClear(mask = GL_COLOR_BUFFER_BIT) 12874 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12877 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12878 glFlush() 12880 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 12881 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 12882 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 12883 glDisable(cap = GL_FRAMEBUFFER_SRGB) 12884 glDisable(cap = GL_SCISSOR_TEST) 12885 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12886 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 12887 glClear(mask = GL_COLOR_BUFFER_BIT) 12888 glDisable(cap = GL_SCISSOR_TEST) 12889 glDisable(cap = GL_CULL_FACE) 12890 glFrontFace(mode = GL_CCW) 12891 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 12892 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12893 glDisable(cap = GL_BLEND) 12894 glDisable(cap = GL_DEPTH_TEST) 12895 glDepthMask(flag = GL_FALSE) 12896 glDepthFunc(func = GL_LESS) 12897 glDisable(cap = GL_STENCIL_TEST) 12898 glDisable(cap = GL_POLYGON_OFFSET_FILL) 12899 glUseProgram(program = 1) 12900 glViewport(x = 0, y = 0, width = 600, height = 450) 12901 glDepthRange(zNear = 0, zFar = 1) 12902 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 12903 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 12904 glEnableVertexAttribArray(index = 0) 12905 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 12906 glEnableVertexAttribArray(index = 1) 12907 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12908 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 12909 glUniform1i(location = 3, v0 = 0) 12910 glActiveTexture(texture = GL_TEXTURE1) 12911 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 12912 glUniform1i(location = 4, v0 = 1) 12913 glActiveTexture(texture = GL_TEXTURE0) 12914 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12915 glEnable(cap = GL_BLEND) 12916 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 12917 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 12918 glUseProgram(program = 5) 12919 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12920 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 12921 glUniform1i(location = 3, v0 = 1) 12922 glActiveTexture(texture = GL_TEXTURE1) 12923 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 12924 glUniform1i(location = 4, v0 = 1) 12925 glActiveTexture(texture = GL_TEXTURE0) 12926 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12927 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 12929 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 12930 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12931 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12932 glViewport(x = 0, y = 0, width = 600, height = 450) 12933 glUseProgram(program = 0) 12934 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 12935 glEnable(cap = GL_BLEND) 12936 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 12937 glClear(mask = GL_COLOR_BUFFER_BIT) 12938 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12941 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12942 glFlush() 12944 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 12945 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 12946 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 12947 glDisable(cap = GL_FRAMEBUFFER_SRGB) 12948 glDisable(cap = GL_SCISSOR_TEST) 12949 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12950 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 12951 glClear(mask = GL_COLOR_BUFFER_BIT) 12952 glDisable(cap = GL_SCISSOR_TEST) 12953 glDisable(cap = GL_CULL_FACE) 12954 glFrontFace(mode = GL_CCW) 12955 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 12956 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 12957 glDisable(cap = GL_BLEND) 12958 glDisable(cap = GL_DEPTH_TEST) 12959 glDepthMask(flag = GL_FALSE) 12960 glDepthFunc(func = GL_LESS) 12961 glDisable(cap = GL_STENCIL_TEST) 12962 glDisable(cap = GL_POLYGON_OFFSET_FILL) 12963 glUseProgram(program = 1) 12964 glViewport(x = 0, y = 0, width = 600, height = 450) 12965 glDepthRange(zNear = 0, zFar = 1) 12966 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 12967 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 12968 glEnableVertexAttribArray(index = 0) 12969 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 12970 glEnableVertexAttribArray(index = 1) 12971 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12972 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 12973 glUniform1i(location = 3, v0 = 0) 12974 glActiveTexture(texture = GL_TEXTURE1) 12975 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 12976 glUniform1i(location = 4, v0 = 1) 12977 glActiveTexture(texture = GL_TEXTURE0) 12978 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12979 glEnable(cap = GL_BLEND) 12980 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 12981 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 12982 glUseProgram(program = 5) 12983 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 12984 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 12985 glUniform1i(location = 3, v0 = 1) 12986 glActiveTexture(texture = GL_TEXTURE1) 12987 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 12988 glUniform1i(location = 4, v0 = 1) 12989 glActiveTexture(texture = GL_TEXTURE0) 12990 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 12991 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 12993 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 12994 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 12995 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 12996 glViewport(x = 0, y = 0, width = 600, height = 450) 12997 glUseProgram(program = 0) 12998 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 12999 glEnable(cap = GL_BLEND) 13000 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 13001 glClear(mask = GL_COLOR_BUFFER_BIT) 13002 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13005 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13006 glFlush() 13008 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 13009 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 13010 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 13011 glDisable(cap = GL_FRAMEBUFFER_SRGB) 13012 glDisable(cap = GL_SCISSOR_TEST) 13013 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13014 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 13015 glClear(mask = GL_COLOR_BUFFER_BIT) 13016 glDisable(cap = GL_SCISSOR_TEST) 13017 glDisable(cap = GL_CULL_FACE) 13018 glFrontFace(mode = GL_CCW) 13019 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 13020 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13021 glDisable(cap = GL_BLEND) 13022 glDisable(cap = GL_DEPTH_TEST) 13023 glDepthMask(flag = GL_FALSE) 13024 glDepthFunc(func = GL_LESS) 13025 glDisable(cap = GL_STENCIL_TEST) 13026 glDisable(cap = GL_POLYGON_OFFSET_FILL) 13027 glUseProgram(program = 1) 13028 glViewport(x = 0, y = 0, width = 600, height = 450) 13029 glDepthRange(zNear = 0, zFar = 1) 13030 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 13031 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 13032 glEnableVertexAttribArray(index = 0) 13033 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 13034 glEnableVertexAttribArray(index = 1) 13035 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13036 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 13037 glUniform1i(location = 3, v0 = 0) 13038 glActiveTexture(texture = GL_TEXTURE1) 13039 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 13040 glUniform1i(location = 4, v0 = 1) 13041 glActiveTexture(texture = GL_TEXTURE0) 13042 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13043 glEnable(cap = GL_BLEND) 13044 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 13045 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 13046 glUseProgram(program = 5) 13047 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13048 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 13049 glUniform1i(location = 3, v0 = 1) 13050 glActiveTexture(texture = GL_TEXTURE1) 13051 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 13052 glUniform1i(location = 4, v0 = 1) 13053 glActiveTexture(texture = GL_TEXTURE0) 13054 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13055 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 13057 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 13058 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13059 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13060 glViewport(x = 0, y = 0, width = 600, height = 450) 13061 glUseProgram(program = 0) 13062 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 13063 glEnable(cap = GL_BLEND) 13064 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 13065 glClear(mask = GL_COLOR_BUFFER_BIT) 13066 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13069 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13070 glFlush() 13072 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 13073 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 13074 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 13075 glDisable(cap = GL_FRAMEBUFFER_SRGB) 13076 glDisable(cap = GL_SCISSOR_TEST) 13077 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13078 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 13079 glClear(mask = GL_COLOR_BUFFER_BIT) 13080 glDisable(cap = GL_SCISSOR_TEST) 13081 glDisable(cap = GL_CULL_FACE) 13082 glFrontFace(mode = GL_CCW) 13083 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 13084 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13085 glDisable(cap = GL_BLEND) 13086 glDisable(cap = GL_DEPTH_TEST) 13087 glDepthMask(flag = GL_FALSE) 13088 glDepthFunc(func = GL_LESS) 13089 glDisable(cap = GL_STENCIL_TEST) 13090 glDisable(cap = GL_POLYGON_OFFSET_FILL) 13091 glUseProgram(program = 1) 13092 glViewport(x = 0, y = 0, width = 600, height = 450) 13093 glDepthRange(zNear = 0, zFar = 1) 13094 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 13095 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 13096 glEnableVertexAttribArray(index = 0) 13097 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 13098 glEnableVertexAttribArray(index = 1) 13099 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13100 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 13101 glUniform1i(location = 3, v0 = 0) 13102 glActiveTexture(texture = GL_TEXTURE1) 13103 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 13104 glUniform1i(location = 4, v0 = 1) 13105 glActiveTexture(texture = GL_TEXTURE0) 13106 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13107 glEnable(cap = GL_BLEND) 13108 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 13109 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 13110 glUseProgram(program = 5) 13111 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13112 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 13113 glUniform1i(location = 3, v0 = 1) 13114 glActiveTexture(texture = GL_TEXTURE1) 13115 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 13116 glUniform1i(location = 4, v0 = 1) 13117 glActiveTexture(texture = GL_TEXTURE0) 13118 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13119 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 13121 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 13122 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13123 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13124 glViewport(x = 0, y = 0, width = 600, height = 450) 13125 glUseProgram(program = 0) 13126 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 13127 glEnable(cap = GL_BLEND) 13128 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 13129 glClear(mask = GL_COLOR_BUFFER_BIT) 13130 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13133 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13134 glFlush() 13136 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 13137 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 13138 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 13139 glDisable(cap = GL_FRAMEBUFFER_SRGB) 13140 glDisable(cap = GL_SCISSOR_TEST) 13141 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13142 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 13143 glClear(mask = GL_COLOR_BUFFER_BIT) 13144 glDisable(cap = GL_SCISSOR_TEST) 13145 glDisable(cap = GL_CULL_FACE) 13146 glFrontFace(mode = GL_CCW) 13147 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 13148 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13149 glDisable(cap = GL_BLEND) 13150 glDisable(cap = GL_DEPTH_TEST) 13151 glDepthMask(flag = GL_FALSE) 13152 glDepthFunc(func = GL_LESS) 13153 glDisable(cap = GL_STENCIL_TEST) 13154 glDisable(cap = GL_POLYGON_OFFSET_FILL) 13155 glUseProgram(program = 1) 13156 glViewport(x = 0, y = 0, width = 600, height = 450) 13157 glDepthRange(zNear = 0, zFar = 1) 13158 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 13159 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 13160 glEnableVertexAttribArray(index = 0) 13161 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 13162 glEnableVertexAttribArray(index = 1) 13163 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13164 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 13165 glUniform1i(location = 3, v0 = 0) 13166 glActiveTexture(texture = GL_TEXTURE1) 13167 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 13168 glUniform1i(location = 4, v0 = 1) 13169 glActiveTexture(texture = GL_TEXTURE0) 13170 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13171 glEnable(cap = GL_BLEND) 13172 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 13173 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 13174 glUseProgram(program = 5) 13175 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13176 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 13177 glUniform1i(location = 3, v0 = 1) 13178 glActiveTexture(texture = GL_TEXTURE1) 13179 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 13180 glUniform1i(location = 4, v0 = 1) 13181 glActiveTexture(texture = GL_TEXTURE0) 13182 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13183 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 13185 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 13186 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13187 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13188 glViewport(x = 0, y = 0, width = 600, height = 450) 13189 glUseProgram(program = 0) 13190 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 13191 glEnable(cap = GL_BLEND) 13192 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 13193 glClear(mask = GL_COLOR_BUFFER_BIT) 13194 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13197 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13198 glFlush() 13200 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 13201 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 13202 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 13203 glDisable(cap = GL_FRAMEBUFFER_SRGB) 13204 glDisable(cap = GL_SCISSOR_TEST) 13205 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13206 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 13207 glClear(mask = GL_COLOR_BUFFER_BIT) 13208 glDisable(cap = GL_SCISSOR_TEST) 13209 glDisable(cap = GL_CULL_FACE) 13210 glFrontFace(mode = GL_CCW) 13211 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 13212 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13213 glDisable(cap = GL_BLEND) 13214 glDisable(cap = GL_DEPTH_TEST) 13215 glDepthMask(flag = GL_FALSE) 13216 glDepthFunc(func = GL_LESS) 13217 glDisable(cap = GL_STENCIL_TEST) 13218 glDisable(cap = GL_POLYGON_OFFSET_FILL) 13219 glUseProgram(program = 1) 13220 glViewport(x = 0, y = 0, width = 600, height = 450) 13221 glDepthRange(zNear = 0, zFar = 1) 13222 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 13223 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 13224 glEnableVertexAttribArray(index = 0) 13225 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 13226 glEnableVertexAttribArray(index = 1) 13227 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13228 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 13229 glUniform1i(location = 3, v0 = 0) 13230 glActiveTexture(texture = GL_TEXTURE1) 13231 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 13232 glUniform1i(location = 4, v0 = 1) 13233 glActiveTexture(texture = GL_TEXTURE0) 13234 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13235 glEnable(cap = GL_BLEND) 13236 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 13237 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 13238 glUseProgram(program = 5) 13239 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13240 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 13241 glUniform1i(location = 3, v0 = 1) 13242 glActiveTexture(texture = GL_TEXTURE1) 13243 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 13244 glUniform1i(location = 4, v0 = 1) 13245 glActiveTexture(texture = GL_TEXTURE0) 13246 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13247 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 13249 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 13250 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13251 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13252 glViewport(x = 0, y = 0, width = 600, height = 450) 13253 glUseProgram(program = 0) 13254 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 13255 glEnable(cap = GL_BLEND) 13256 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 13257 glClear(mask = GL_COLOR_BUFFER_BIT) 13258 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13261 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13262 glFlush() 13264 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 13265 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 13266 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 13267 glDisable(cap = GL_FRAMEBUFFER_SRGB) 13268 glDisable(cap = GL_SCISSOR_TEST) 13269 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13270 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 13271 glClear(mask = GL_COLOR_BUFFER_BIT) 13272 glDisable(cap = GL_SCISSOR_TEST) 13273 glDisable(cap = GL_CULL_FACE) 13274 glFrontFace(mode = GL_CCW) 13275 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 13276 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13277 glDisable(cap = GL_BLEND) 13278 glDisable(cap = GL_DEPTH_TEST) 13279 glDepthMask(flag = GL_FALSE) 13280 glDepthFunc(func = GL_LESS) 13281 glDisable(cap = GL_STENCIL_TEST) 13282 glDisable(cap = GL_POLYGON_OFFSET_FILL) 13283 glUseProgram(program = 1) 13284 glViewport(x = 0, y = 0, width = 600, height = 450) 13285 glDepthRange(zNear = 0, zFar = 1) 13286 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 13287 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 13288 glEnableVertexAttribArray(index = 0) 13289 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 13290 glEnableVertexAttribArray(index = 1) 13291 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13292 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 13293 glUniform1i(location = 3, v0 = 0) 13294 glActiveTexture(texture = GL_TEXTURE1) 13295 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 13296 glUniform1i(location = 4, v0 = 1) 13297 glActiveTexture(texture = GL_TEXTURE0) 13298 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13299 glEnable(cap = GL_BLEND) 13300 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 13301 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 13302 glUseProgram(program = 5) 13303 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13304 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 13305 glUniform1i(location = 3, v0 = 1) 13306 glActiveTexture(texture = GL_TEXTURE1) 13307 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 13308 glUniform1i(location = 4, v0 = 1) 13309 glActiveTexture(texture = GL_TEXTURE0) 13310 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13311 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 13313 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 13314 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13315 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13316 glViewport(x = 0, y = 0, width = 600, height = 450) 13317 glUseProgram(program = 0) 13318 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 13319 glEnable(cap = GL_BLEND) 13320 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 13321 glClear(mask = GL_COLOR_BUFFER_BIT) 13322 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13325 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13326 glFlush() 13328 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 13329 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 13330 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 13331 glDisable(cap = GL_FRAMEBUFFER_SRGB) 13332 glDisable(cap = GL_SCISSOR_TEST) 13333 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13334 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 13335 glClear(mask = GL_COLOR_BUFFER_BIT) 13336 glDisable(cap = GL_SCISSOR_TEST) 13337 glDisable(cap = GL_CULL_FACE) 13338 glFrontFace(mode = GL_CCW) 13339 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 13340 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13341 glDisable(cap = GL_BLEND) 13342 glDisable(cap = GL_DEPTH_TEST) 13343 glDepthMask(flag = GL_FALSE) 13344 glDepthFunc(func = GL_LESS) 13345 glDisable(cap = GL_STENCIL_TEST) 13346 glDisable(cap = GL_POLYGON_OFFSET_FILL) 13347 glUseProgram(program = 1) 13348 glViewport(x = 0, y = 0, width = 600, height = 450) 13349 glDepthRange(zNear = 0, zFar = 1) 13350 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 13351 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 13352 glEnableVertexAttribArray(index = 0) 13353 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 13354 glEnableVertexAttribArray(index = 1) 13355 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13356 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 13357 glUniform1i(location = 3, v0 = 0) 13358 glActiveTexture(texture = GL_TEXTURE1) 13359 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 13360 glUniform1i(location = 4, v0 = 1) 13361 glActiveTexture(texture = GL_TEXTURE0) 13362 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13363 glEnable(cap = GL_BLEND) 13364 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 13365 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 13366 glUseProgram(program = 5) 13367 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13368 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 13369 glUniform1i(location = 3, v0 = 1) 13370 glActiveTexture(texture = GL_TEXTURE1) 13371 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 13372 glUniform1i(location = 4, v0 = 1) 13373 glActiveTexture(texture = GL_TEXTURE0) 13374 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13375 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 13377 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 13378 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13379 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13380 glViewport(x = 0, y = 0, width = 600, height = 450) 13381 glUseProgram(program = 0) 13382 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 13383 glEnable(cap = GL_BLEND) 13384 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 13385 glClear(mask = GL_COLOR_BUFFER_BIT) 13386 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13389 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13390 glFlush() 13392 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 13393 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 13394 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 13395 glDisable(cap = GL_FRAMEBUFFER_SRGB) 13396 glDisable(cap = GL_SCISSOR_TEST) 13397 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13398 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 13399 glClear(mask = GL_COLOR_BUFFER_BIT) 13400 glDisable(cap = GL_SCISSOR_TEST) 13401 glDisable(cap = GL_CULL_FACE) 13402 glFrontFace(mode = GL_CCW) 13403 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 13404 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13405 glDisable(cap = GL_BLEND) 13406 glDisable(cap = GL_DEPTH_TEST) 13407 glDepthMask(flag = GL_FALSE) 13408 glDepthFunc(func = GL_LESS) 13409 glDisable(cap = GL_STENCIL_TEST) 13410 glDisable(cap = GL_POLYGON_OFFSET_FILL) 13411 glUseProgram(program = 1) 13412 glViewport(x = 0, y = 0, width = 600, height = 450) 13413 glDepthRange(zNear = 0, zFar = 1) 13414 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 13415 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 13416 glEnableVertexAttribArray(index = 0) 13417 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 13418 glEnableVertexAttribArray(index = 1) 13419 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13420 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 13421 glUniform1i(location = 3, v0 = 0) 13422 glActiveTexture(texture = GL_TEXTURE1) 13423 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 13424 glUniform1i(location = 4, v0 = 1) 13425 glActiveTexture(texture = GL_TEXTURE0) 13426 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13427 glEnable(cap = GL_BLEND) 13428 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 13429 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 13430 glUseProgram(program = 5) 13431 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13432 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 13433 glUniform1i(location = 3, v0 = 1) 13434 glActiveTexture(texture = GL_TEXTURE1) 13435 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 13436 glUniform1i(location = 4, v0 = 1) 13437 glActiveTexture(texture = GL_TEXTURE0) 13438 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13439 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 13441 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 13442 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13443 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13444 glViewport(x = 0, y = 0, width = 600, height = 450) 13445 glUseProgram(program = 0) 13446 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 13447 glEnable(cap = GL_BLEND) 13448 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 13449 glClear(mask = GL_COLOR_BUFFER_BIT) 13450 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13453 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13454 glFlush() 13456 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 13457 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 13458 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 13459 glDisable(cap = GL_FRAMEBUFFER_SRGB) 13460 glDisable(cap = GL_SCISSOR_TEST) 13461 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13462 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 13463 glClear(mask = GL_COLOR_BUFFER_BIT) 13464 glDisable(cap = GL_SCISSOR_TEST) 13465 glDisable(cap = GL_CULL_FACE) 13466 glFrontFace(mode = GL_CCW) 13467 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 13468 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13469 glDisable(cap = GL_BLEND) 13470 glDisable(cap = GL_DEPTH_TEST) 13471 glDepthMask(flag = GL_FALSE) 13472 glDepthFunc(func = GL_LESS) 13473 glDisable(cap = GL_STENCIL_TEST) 13474 glDisable(cap = GL_POLYGON_OFFSET_FILL) 13475 glUseProgram(program = 1) 13476 glViewport(x = 0, y = 0, width = 600, height = 450) 13477 glDepthRange(zNear = 0, zFar = 1) 13478 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 13479 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 13480 glEnableVertexAttribArray(index = 0) 13481 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 13482 glEnableVertexAttribArray(index = 1) 13483 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13484 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 13485 glUniform1i(location = 3, v0 = 0) 13486 glActiveTexture(texture = GL_TEXTURE1) 13487 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 13488 glUniform1i(location = 4, v0 = 1) 13489 glActiveTexture(texture = GL_TEXTURE0) 13490 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13491 glEnable(cap = GL_BLEND) 13492 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 13493 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 13494 glUseProgram(program = 5) 13495 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13496 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 13497 glUniform1i(location = 3, v0 = 1) 13498 glActiveTexture(texture = GL_TEXTURE1) 13499 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 13500 glUniform1i(location = 4, v0 = 1) 13501 glActiveTexture(texture = GL_TEXTURE0) 13502 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13503 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 13505 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 13506 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13507 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13508 glViewport(x = 0, y = 0, width = 600, height = 450) 13509 glUseProgram(program = 0) 13510 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 13511 glEnable(cap = GL_BLEND) 13512 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 13513 glClear(mask = GL_COLOR_BUFFER_BIT) 13514 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13517 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13518 glFlush() 13520 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 13521 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 13522 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 13523 glDisable(cap = GL_FRAMEBUFFER_SRGB) 13524 glDisable(cap = GL_SCISSOR_TEST) 13525 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13526 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 13527 glClear(mask = GL_COLOR_BUFFER_BIT) 13528 glDisable(cap = GL_SCISSOR_TEST) 13529 glDisable(cap = GL_CULL_FACE) 13530 glFrontFace(mode = GL_CCW) 13531 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 13532 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13533 glDisable(cap = GL_BLEND) 13534 glDisable(cap = GL_DEPTH_TEST) 13535 glDepthMask(flag = GL_FALSE) 13536 glDepthFunc(func = GL_LESS) 13537 glDisable(cap = GL_STENCIL_TEST) 13538 glDisable(cap = GL_POLYGON_OFFSET_FILL) 13539 glUseProgram(program = 1) 13540 glViewport(x = 0, y = 0, width = 600, height = 450) 13541 glDepthRange(zNear = 0, zFar = 1) 13542 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 13543 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 13544 glEnableVertexAttribArray(index = 0) 13545 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 13546 glEnableVertexAttribArray(index = 1) 13547 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13548 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 13549 glUniform1i(location = 3, v0 = 0) 13550 glActiveTexture(texture = GL_TEXTURE1) 13551 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 13552 glUniform1i(location = 4, v0 = 1) 13553 glActiveTexture(texture = GL_TEXTURE0) 13554 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13555 glEnable(cap = GL_BLEND) 13556 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 13557 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 13558 glUseProgram(program = 5) 13559 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13560 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 13561 glUniform1i(location = 3, v0 = 1) 13562 glActiveTexture(texture = GL_TEXTURE1) 13563 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 13564 glUniform1i(location = 4, v0 = 1) 13565 glActiveTexture(texture = GL_TEXTURE0) 13566 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13567 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 13569 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 13570 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13571 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13572 glViewport(x = 0, y = 0, width = 600, height = 450) 13573 glUseProgram(program = 0) 13574 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 13575 glEnable(cap = GL_BLEND) 13576 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 13577 glClear(mask = GL_COLOR_BUFFER_BIT) 13578 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13581 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13582 glFlush() 13584 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 13585 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 13586 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 13587 glDisable(cap = GL_FRAMEBUFFER_SRGB) 13588 glDisable(cap = GL_SCISSOR_TEST) 13589 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13590 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 13591 glClear(mask = GL_COLOR_BUFFER_BIT) 13592 glDisable(cap = GL_SCISSOR_TEST) 13593 glDisable(cap = GL_CULL_FACE) 13594 glFrontFace(mode = GL_CCW) 13595 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 13596 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13597 glDisable(cap = GL_BLEND) 13598 glDisable(cap = GL_DEPTH_TEST) 13599 glDepthMask(flag = GL_FALSE) 13600 glDepthFunc(func = GL_LESS) 13601 glDisable(cap = GL_STENCIL_TEST) 13602 glDisable(cap = GL_POLYGON_OFFSET_FILL) 13603 glUseProgram(program = 1) 13604 glViewport(x = 0, y = 0, width = 600, height = 450) 13605 glDepthRange(zNear = 0, zFar = 1) 13606 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 13607 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 13608 glEnableVertexAttribArray(index = 0) 13609 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 13610 glEnableVertexAttribArray(index = 1) 13611 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13612 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 13613 glUniform1i(location = 3, v0 = 0) 13614 glActiveTexture(texture = GL_TEXTURE1) 13615 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 13616 glUniform1i(location = 4, v0 = 1) 13617 glActiveTexture(texture = GL_TEXTURE0) 13618 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13619 glEnable(cap = GL_BLEND) 13620 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 13621 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 13622 glUseProgram(program = 5) 13623 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13624 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 13625 glUniform1i(location = 3, v0 = 1) 13626 glActiveTexture(texture = GL_TEXTURE1) 13627 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 13628 glUniform1i(location = 4, v0 = 1) 13629 glActiveTexture(texture = GL_TEXTURE0) 13630 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13631 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 13633 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 13634 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13635 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13636 glViewport(x = 0, y = 0, width = 600, height = 450) 13637 glUseProgram(program = 0) 13638 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 13639 glEnable(cap = GL_BLEND) 13640 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 13641 glClear(mask = GL_COLOR_BUFFER_BIT) 13642 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13645 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13646 glFlush() 13648 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 13649 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 13650 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 13651 glDisable(cap = GL_FRAMEBUFFER_SRGB) 13652 glDisable(cap = GL_SCISSOR_TEST) 13653 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13654 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 13655 glClear(mask = GL_COLOR_BUFFER_BIT) 13656 glDisable(cap = GL_SCISSOR_TEST) 13657 glDisable(cap = GL_CULL_FACE) 13658 glFrontFace(mode = GL_CCW) 13659 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 13660 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13661 glDisable(cap = GL_BLEND) 13662 glDisable(cap = GL_DEPTH_TEST) 13663 glDepthMask(flag = GL_FALSE) 13664 glDepthFunc(func = GL_LESS) 13665 glDisable(cap = GL_STENCIL_TEST) 13666 glDisable(cap = GL_POLYGON_OFFSET_FILL) 13667 glUseProgram(program = 1) 13668 glViewport(x = 0, y = 0, width = 600, height = 450) 13669 glDepthRange(zNear = 0, zFar = 1) 13670 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 13671 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 13672 glEnableVertexAttribArray(index = 0) 13673 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 13674 glEnableVertexAttribArray(index = 1) 13675 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13676 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 13677 glUniform1i(location = 3, v0 = 0) 13678 glActiveTexture(texture = GL_TEXTURE1) 13679 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 13680 glUniform1i(location = 4, v0 = 1) 13681 glActiveTexture(texture = GL_TEXTURE0) 13682 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13683 glEnable(cap = GL_BLEND) 13684 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 13685 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 13686 glUseProgram(program = 5) 13687 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13688 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 13689 glUniform1i(location = 3, v0 = 1) 13690 glActiveTexture(texture = GL_TEXTURE1) 13691 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 13692 glUniform1i(location = 4, v0 = 1) 13693 glActiveTexture(texture = GL_TEXTURE0) 13694 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13695 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 13697 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 13698 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13699 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13700 glViewport(x = 0, y = 0, width = 600, height = 450) 13701 glUseProgram(program = 0) 13702 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 13703 glEnable(cap = GL_BLEND) 13704 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 13705 glClear(mask = GL_COLOR_BUFFER_BIT) 13706 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13709 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13710 glFlush() 13712 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 13713 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 13714 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 13715 glDisable(cap = GL_FRAMEBUFFER_SRGB) 13716 glDisable(cap = GL_SCISSOR_TEST) 13717 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13718 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 13719 glClear(mask = GL_COLOR_BUFFER_BIT) 13720 glDisable(cap = GL_SCISSOR_TEST) 13721 glDisable(cap = GL_CULL_FACE) 13722 glFrontFace(mode = GL_CCW) 13723 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 13724 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13725 glDisable(cap = GL_BLEND) 13726 glDisable(cap = GL_DEPTH_TEST) 13727 glDepthMask(flag = GL_FALSE) 13728 glDepthFunc(func = GL_LESS) 13729 glDisable(cap = GL_STENCIL_TEST) 13730 glDisable(cap = GL_POLYGON_OFFSET_FILL) 13731 glUseProgram(program = 1) 13732 glViewport(x = 0, y = 0, width = 600, height = 450) 13733 glDepthRange(zNear = 0, zFar = 1) 13734 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 13735 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 13736 glEnableVertexAttribArray(index = 0) 13737 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 13738 glEnableVertexAttribArray(index = 1) 13739 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13740 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 13741 glUniform1i(location = 3, v0 = 0) 13742 glActiveTexture(texture = GL_TEXTURE1) 13743 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 13744 glUniform1i(location = 4, v0 = 1) 13745 glActiveTexture(texture = GL_TEXTURE0) 13746 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13747 glEnable(cap = GL_BLEND) 13748 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 13749 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 13750 glUseProgram(program = 5) 13751 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13752 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 13753 glUniform1i(location = 3, v0 = 1) 13754 glActiveTexture(texture = GL_TEXTURE1) 13755 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 13756 glUniform1i(location = 4, v0 = 1) 13757 glActiveTexture(texture = GL_TEXTURE0) 13758 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13759 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 13761 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 13762 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13763 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13764 glViewport(x = 0, y = 0, width = 600, height = 450) 13765 glUseProgram(program = 0) 13766 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 13767 glEnable(cap = GL_BLEND) 13768 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 13769 glClear(mask = GL_COLOR_BUFFER_BIT) 13770 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13773 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13774 glFlush() 13776 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 13777 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 13778 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 13779 glDisable(cap = GL_FRAMEBUFFER_SRGB) 13780 glDisable(cap = GL_SCISSOR_TEST) 13781 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13782 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 13783 glClear(mask = GL_COLOR_BUFFER_BIT) 13784 glDisable(cap = GL_SCISSOR_TEST) 13785 glDisable(cap = GL_CULL_FACE) 13786 glFrontFace(mode = GL_CCW) 13787 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 13788 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13789 glDisable(cap = GL_BLEND) 13790 glDisable(cap = GL_DEPTH_TEST) 13791 glDepthMask(flag = GL_FALSE) 13792 glDepthFunc(func = GL_LESS) 13793 glDisable(cap = GL_STENCIL_TEST) 13794 glDisable(cap = GL_POLYGON_OFFSET_FILL) 13795 glUseProgram(program = 1) 13796 glViewport(x = 0, y = 0, width = 600, height = 450) 13797 glDepthRange(zNear = 0, zFar = 1) 13798 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 13799 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 13800 glEnableVertexAttribArray(index = 0) 13801 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 13802 glEnableVertexAttribArray(index = 1) 13803 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13804 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 13805 glUniform1i(location = 3, v0 = 0) 13806 glActiveTexture(texture = GL_TEXTURE1) 13807 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 13808 glUniform1i(location = 4, v0 = 1) 13809 glActiveTexture(texture = GL_TEXTURE0) 13810 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13811 glEnable(cap = GL_BLEND) 13812 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 13813 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 13814 glUseProgram(program = 5) 13815 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13816 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 13817 glUniform1i(location = 3, v0 = 1) 13818 glActiveTexture(texture = GL_TEXTURE1) 13819 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 13820 glUniform1i(location = 4, v0 = 1) 13821 glActiveTexture(texture = GL_TEXTURE0) 13822 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13823 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 13825 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 13826 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13827 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13828 glViewport(x = 0, y = 0, width = 600, height = 450) 13829 glUseProgram(program = 0) 13830 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 13831 glEnable(cap = GL_BLEND) 13832 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 13833 glClear(mask = GL_COLOR_BUFFER_BIT) 13834 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13837 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13838 glFlush() 13840 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 13841 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 13842 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 13843 glDisable(cap = GL_FRAMEBUFFER_SRGB) 13844 glDisable(cap = GL_SCISSOR_TEST) 13845 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13846 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 13847 glClear(mask = GL_COLOR_BUFFER_BIT) 13848 glDisable(cap = GL_SCISSOR_TEST) 13849 glDisable(cap = GL_CULL_FACE) 13850 glFrontFace(mode = GL_CCW) 13851 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 13852 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13853 glDisable(cap = GL_BLEND) 13854 glDisable(cap = GL_DEPTH_TEST) 13855 glDepthMask(flag = GL_FALSE) 13856 glDepthFunc(func = GL_LESS) 13857 glDisable(cap = GL_STENCIL_TEST) 13858 glDisable(cap = GL_POLYGON_OFFSET_FILL) 13859 glUseProgram(program = 1) 13860 glViewport(x = 0, y = 0, width = 600, height = 450) 13861 glDepthRange(zNear = 0, zFar = 1) 13862 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 13863 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 13864 glEnableVertexAttribArray(index = 0) 13865 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 13866 glEnableVertexAttribArray(index = 1) 13867 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13868 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 13869 glUniform1i(location = 3, v0 = 0) 13870 glActiveTexture(texture = GL_TEXTURE1) 13871 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 13872 glUniform1i(location = 4, v0 = 1) 13873 glActiveTexture(texture = GL_TEXTURE0) 13874 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13875 glEnable(cap = GL_BLEND) 13876 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 13877 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 13878 glUseProgram(program = 5) 13879 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13880 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 13881 glUniform1i(location = 3, v0 = 1) 13882 glActiveTexture(texture = GL_TEXTURE1) 13883 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 13884 glUniform1i(location = 4, v0 = 1) 13885 glActiveTexture(texture = GL_TEXTURE0) 13886 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13887 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 13889 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 13890 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13891 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13892 glViewport(x = 0, y = 0, width = 600, height = 450) 13893 glUseProgram(program = 0) 13894 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 13895 glEnable(cap = GL_BLEND) 13896 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 13897 glClear(mask = GL_COLOR_BUFFER_BIT) 13898 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13901 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13902 glFlush() 13904 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 13905 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 13906 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 13907 glDisable(cap = GL_FRAMEBUFFER_SRGB) 13908 glDisable(cap = GL_SCISSOR_TEST) 13909 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13910 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 13911 glClear(mask = GL_COLOR_BUFFER_BIT) 13912 glDisable(cap = GL_SCISSOR_TEST) 13913 glDisable(cap = GL_CULL_FACE) 13914 glFrontFace(mode = GL_CCW) 13915 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 13916 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13917 glDisable(cap = GL_BLEND) 13918 glDisable(cap = GL_DEPTH_TEST) 13919 glDepthMask(flag = GL_FALSE) 13920 glDepthFunc(func = GL_LESS) 13921 glDisable(cap = GL_STENCIL_TEST) 13922 glDisable(cap = GL_POLYGON_OFFSET_FILL) 13923 glUseProgram(program = 1) 13924 glViewport(x = 0, y = 0, width = 600, height = 450) 13925 glDepthRange(zNear = 0, zFar = 1) 13926 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 13927 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 13928 glEnableVertexAttribArray(index = 0) 13929 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 13930 glEnableVertexAttribArray(index = 1) 13931 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13932 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 13933 glUniform1i(location = 3, v0 = 0) 13934 glActiveTexture(texture = GL_TEXTURE1) 13935 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 13936 glUniform1i(location = 4, v0 = 1) 13937 glActiveTexture(texture = GL_TEXTURE0) 13938 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13939 glEnable(cap = GL_BLEND) 13940 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 13941 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 13942 glUseProgram(program = 5) 13943 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13944 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 13945 glUniform1i(location = 3, v0 = 1) 13946 glActiveTexture(texture = GL_TEXTURE1) 13947 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 13948 glUniform1i(location = 4, v0 = 1) 13949 glActiveTexture(texture = GL_TEXTURE0) 13950 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 13951 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 13953 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 13954 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13955 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13956 glViewport(x = 0, y = 0, width = 600, height = 450) 13957 glUseProgram(program = 0) 13958 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 13959 glEnable(cap = GL_BLEND) 13960 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 13961 glClear(mask = GL_COLOR_BUFFER_BIT) 13962 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 13965 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 13966 glFlush() 13968 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 13969 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 13970 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 13971 glDisable(cap = GL_FRAMEBUFFER_SRGB) 13972 glDisable(cap = GL_SCISSOR_TEST) 13973 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13974 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 13975 glClear(mask = GL_COLOR_BUFFER_BIT) 13976 glDisable(cap = GL_SCISSOR_TEST) 13977 glDisable(cap = GL_CULL_FACE) 13978 glFrontFace(mode = GL_CCW) 13979 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 13980 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 13981 glDisable(cap = GL_BLEND) 13982 glDisable(cap = GL_DEPTH_TEST) 13983 glDepthMask(flag = GL_FALSE) 13984 glDepthFunc(func = GL_LESS) 13985 glDisable(cap = GL_STENCIL_TEST) 13986 glDisable(cap = GL_POLYGON_OFFSET_FILL) 13987 glUseProgram(program = 1) 13988 glViewport(x = 0, y = 0, width = 600, height = 450) 13989 glDepthRange(zNear = 0, zFar = 1) 13990 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 13991 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 13992 glEnableVertexAttribArray(index = 0) 13993 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 13994 glEnableVertexAttribArray(index = 1) 13995 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 13996 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 13997 glUniform1i(location = 3, v0 = 0) 13998 glActiveTexture(texture = GL_TEXTURE1) 13999 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 14000 glUniform1i(location = 4, v0 = 1) 14001 glActiveTexture(texture = GL_TEXTURE0) 14002 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14003 glEnable(cap = GL_BLEND) 14004 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 14005 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 14006 glUseProgram(program = 5) 14007 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14008 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 14009 glUniform1i(location = 3, v0 = 1) 14010 glActiveTexture(texture = GL_TEXTURE1) 14011 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 14012 glUniform1i(location = 4, v0 = 1) 14013 glActiveTexture(texture = GL_TEXTURE0) 14014 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14015 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 14017 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 14018 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14019 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14020 glViewport(x = 0, y = 0, width = 600, height = 450) 14021 glUseProgram(program = 0) 14022 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 14023 glEnable(cap = GL_BLEND) 14024 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 14025 glClear(mask = GL_COLOR_BUFFER_BIT) 14026 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14029 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14030 glFlush() 14032 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 14033 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 14034 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 14035 glDisable(cap = GL_FRAMEBUFFER_SRGB) 14036 glDisable(cap = GL_SCISSOR_TEST) 14037 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14038 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 14039 glClear(mask = GL_COLOR_BUFFER_BIT) 14040 glDisable(cap = GL_SCISSOR_TEST) 14041 glDisable(cap = GL_CULL_FACE) 14042 glFrontFace(mode = GL_CCW) 14043 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 14044 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14045 glDisable(cap = GL_BLEND) 14046 glDisable(cap = GL_DEPTH_TEST) 14047 glDepthMask(flag = GL_FALSE) 14048 glDepthFunc(func = GL_LESS) 14049 glDisable(cap = GL_STENCIL_TEST) 14050 glDisable(cap = GL_POLYGON_OFFSET_FILL) 14051 glUseProgram(program = 1) 14052 glViewport(x = 0, y = 0, width = 600, height = 450) 14053 glDepthRange(zNear = 0, zFar = 1) 14054 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 14055 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 14056 glEnableVertexAttribArray(index = 0) 14057 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 14058 glEnableVertexAttribArray(index = 1) 14059 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14060 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 14061 glUniform1i(location = 3, v0 = 0) 14062 glActiveTexture(texture = GL_TEXTURE1) 14063 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 14064 glUniform1i(location = 4, v0 = 1) 14065 glActiveTexture(texture = GL_TEXTURE0) 14066 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14067 glEnable(cap = GL_BLEND) 14068 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 14069 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 14070 glUseProgram(program = 5) 14071 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14072 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 14073 glUniform1i(location = 3, v0 = 1) 14074 glActiveTexture(texture = GL_TEXTURE1) 14075 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 14076 glUniform1i(location = 4, v0 = 1) 14077 glActiveTexture(texture = GL_TEXTURE0) 14078 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14079 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 14081 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 14082 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14083 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14084 glViewport(x = 0, y = 0, width = 600, height = 450) 14085 glUseProgram(program = 0) 14086 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 14087 glEnable(cap = GL_BLEND) 14088 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 14089 glClear(mask = GL_COLOR_BUFFER_BIT) 14090 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14093 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14094 glFlush() 14096 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 14097 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 14098 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 14099 glDisable(cap = GL_FRAMEBUFFER_SRGB) 14100 glDisable(cap = GL_SCISSOR_TEST) 14101 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14102 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 14103 glClear(mask = GL_COLOR_BUFFER_BIT) 14104 glDisable(cap = GL_SCISSOR_TEST) 14105 glDisable(cap = GL_CULL_FACE) 14106 glFrontFace(mode = GL_CCW) 14107 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 14108 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14109 glDisable(cap = GL_BLEND) 14110 glDisable(cap = GL_DEPTH_TEST) 14111 glDepthMask(flag = GL_FALSE) 14112 glDepthFunc(func = GL_LESS) 14113 glDisable(cap = GL_STENCIL_TEST) 14114 glDisable(cap = GL_POLYGON_OFFSET_FILL) 14115 glUseProgram(program = 1) 14116 glViewport(x = 0, y = 0, width = 600, height = 450) 14117 glDepthRange(zNear = 0, zFar = 1) 14118 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 14119 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 14120 glEnableVertexAttribArray(index = 0) 14121 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 14122 glEnableVertexAttribArray(index = 1) 14123 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14124 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 14125 glUniform1i(location = 3, v0 = 0) 14126 glActiveTexture(texture = GL_TEXTURE1) 14127 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 14128 glUniform1i(location = 4, v0 = 1) 14129 glActiveTexture(texture = GL_TEXTURE0) 14130 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14131 glEnable(cap = GL_BLEND) 14132 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 14133 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 14134 glUseProgram(program = 5) 14135 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14136 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 14137 glUniform1i(location = 3, v0 = 1) 14138 glActiveTexture(texture = GL_TEXTURE1) 14139 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 14140 glUniform1i(location = 4, v0 = 1) 14141 glActiveTexture(texture = GL_TEXTURE0) 14142 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14143 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 14145 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 14146 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14147 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14148 glViewport(x = 0, y = 0, width = 600, height = 450) 14149 glUseProgram(program = 0) 14150 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 14151 glEnable(cap = GL_BLEND) 14152 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 14153 glClear(mask = GL_COLOR_BUFFER_BIT) 14154 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14157 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14158 glFlush() 14160 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 14161 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 14162 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 14163 glDisable(cap = GL_FRAMEBUFFER_SRGB) 14164 glDisable(cap = GL_SCISSOR_TEST) 14165 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14166 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 14167 glClear(mask = GL_COLOR_BUFFER_BIT) 14168 glDisable(cap = GL_SCISSOR_TEST) 14169 glDisable(cap = GL_CULL_FACE) 14170 glFrontFace(mode = GL_CCW) 14171 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 14172 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14173 glDisable(cap = GL_BLEND) 14174 glDisable(cap = GL_DEPTH_TEST) 14175 glDepthMask(flag = GL_FALSE) 14176 glDepthFunc(func = GL_LESS) 14177 glDisable(cap = GL_STENCIL_TEST) 14178 glDisable(cap = GL_POLYGON_OFFSET_FILL) 14179 glUseProgram(program = 1) 14180 glViewport(x = 0, y = 0, width = 600, height = 450) 14181 glDepthRange(zNear = 0, zFar = 1) 14182 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 14183 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 14184 glEnableVertexAttribArray(index = 0) 14185 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 14186 glEnableVertexAttribArray(index = 1) 14187 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14188 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 14189 glUniform1i(location = 3, v0 = 0) 14190 glActiveTexture(texture = GL_TEXTURE1) 14191 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 14192 glUniform1i(location = 4, v0 = 1) 14193 glActiveTexture(texture = GL_TEXTURE0) 14194 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14195 glEnable(cap = GL_BLEND) 14196 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 14197 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 14198 glUseProgram(program = 5) 14199 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14200 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 14201 glUniform1i(location = 3, v0 = 1) 14202 glActiveTexture(texture = GL_TEXTURE1) 14203 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 14204 glUniform1i(location = 4, v0 = 1) 14205 glActiveTexture(texture = GL_TEXTURE0) 14206 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14207 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 14209 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 14210 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14211 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14212 glViewport(x = 0, y = 0, width = 600, height = 450) 14213 glUseProgram(program = 0) 14214 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 14215 glEnable(cap = GL_BLEND) 14216 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 14217 glClear(mask = GL_COLOR_BUFFER_BIT) 14218 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14221 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14222 glFlush() 14224 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 14225 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 14226 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 14227 glDisable(cap = GL_FRAMEBUFFER_SRGB) 14228 glDisable(cap = GL_SCISSOR_TEST) 14229 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14230 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 14231 glClear(mask = GL_COLOR_BUFFER_BIT) 14232 glDisable(cap = GL_SCISSOR_TEST) 14233 glDisable(cap = GL_CULL_FACE) 14234 glFrontFace(mode = GL_CCW) 14235 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 14236 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14237 glDisable(cap = GL_BLEND) 14238 glDisable(cap = GL_DEPTH_TEST) 14239 glDepthMask(flag = GL_FALSE) 14240 glDepthFunc(func = GL_LESS) 14241 glDisable(cap = GL_STENCIL_TEST) 14242 glDisable(cap = GL_POLYGON_OFFSET_FILL) 14243 glUseProgram(program = 1) 14244 glViewport(x = 0, y = 0, width = 600, height = 450) 14245 glDepthRange(zNear = 0, zFar = 1) 14246 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 14247 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 14248 glEnableVertexAttribArray(index = 0) 14249 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 14250 glEnableVertexAttribArray(index = 1) 14251 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14252 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 14253 glUniform1i(location = 3, v0 = 0) 14254 glActiveTexture(texture = GL_TEXTURE1) 14255 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 14256 glUniform1i(location = 4, v0 = 1) 14257 glActiveTexture(texture = GL_TEXTURE0) 14258 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14259 glEnable(cap = GL_BLEND) 14260 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 14261 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 14262 glUseProgram(program = 5) 14263 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14264 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 14265 glUniform1i(location = 3, v0 = 1) 14266 glActiveTexture(texture = GL_TEXTURE1) 14267 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 14268 glUniform1i(location = 4, v0 = 1) 14269 glActiveTexture(texture = GL_TEXTURE0) 14270 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14271 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 14273 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 14274 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14275 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14276 glViewport(x = 0, y = 0, width = 600, height = 450) 14277 glUseProgram(program = 0) 14278 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 14279 glEnable(cap = GL_BLEND) 14280 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 14281 glClear(mask = GL_COLOR_BUFFER_BIT) 14282 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14285 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14286 glFlush() 14288 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 14289 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 14290 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 14291 glDisable(cap = GL_FRAMEBUFFER_SRGB) 14292 glDisable(cap = GL_SCISSOR_TEST) 14293 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14294 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 14295 glClear(mask = GL_COLOR_BUFFER_BIT) 14296 glDisable(cap = GL_SCISSOR_TEST) 14297 glDisable(cap = GL_CULL_FACE) 14298 glFrontFace(mode = GL_CCW) 14299 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 14300 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14301 glDisable(cap = GL_BLEND) 14302 glDisable(cap = GL_DEPTH_TEST) 14303 glDepthMask(flag = GL_FALSE) 14304 glDepthFunc(func = GL_LESS) 14305 glDisable(cap = GL_STENCIL_TEST) 14306 glDisable(cap = GL_POLYGON_OFFSET_FILL) 14307 glUseProgram(program = 1) 14308 glViewport(x = 0, y = 0, width = 600, height = 450) 14309 glDepthRange(zNear = 0, zFar = 1) 14310 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 14311 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 14312 glEnableVertexAttribArray(index = 0) 14313 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 14314 glEnableVertexAttribArray(index = 1) 14315 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14316 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 14317 glUniform1i(location = 3, v0 = 0) 14318 glActiveTexture(texture = GL_TEXTURE1) 14319 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 14320 glUniform1i(location = 4, v0 = 1) 14321 glActiveTexture(texture = GL_TEXTURE0) 14322 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14323 glEnable(cap = GL_BLEND) 14324 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 14325 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 14326 glUseProgram(program = 5) 14327 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14328 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 14329 glUniform1i(location = 3, v0 = 1) 14330 glActiveTexture(texture = GL_TEXTURE1) 14331 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 14332 glUniform1i(location = 4, v0 = 1) 14333 glActiveTexture(texture = GL_TEXTURE0) 14334 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14335 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 14337 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 14338 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14339 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14340 glViewport(x = 0, y = 0, width = 600, height = 450) 14341 glUseProgram(program = 0) 14342 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 14343 glEnable(cap = GL_BLEND) 14344 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 14345 glClear(mask = GL_COLOR_BUFFER_BIT) 14346 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14349 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14350 glFlush() 14352 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 14353 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 14354 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 14355 glDisable(cap = GL_FRAMEBUFFER_SRGB) 14356 glDisable(cap = GL_SCISSOR_TEST) 14357 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14358 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 14359 glClear(mask = GL_COLOR_BUFFER_BIT) 14360 glDisable(cap = GL_SCISSOR_TEST) 14361 glDisable(cap = GL_CULL_FACE) 14362 glFrontFace(mode = GL_CCW) 14363 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 14364 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14365 glDisable(cap = GL_BLEND) 14366 glDisable(cap = GL_DEPTH_TEST) 14367 glDepthMask(flag = GL_FALSE) 14368 glDepthFunc(func = GL_LESS) 14369 glDisable(cap = GL_STENCIL_TEST) 14370 glDisable(cap = GL_POLYGON_OFFSET_FILL) 14371 glUseProgram(program = 1) 14372 glViewport(x = 0, y = 0, width = 600, height = 450) 14373 glDepthRange(zNear = 0, zFar = 1) 14374 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 14375 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 14376 glEnableVertexAttribArray(index = 0) 14377 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 14378 glEnableVertexAttribArray(index = 1) 14379 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14380 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 14381 glUniform1i(location = 3, v0 = 0) 14382 glActiveTexture(texture = GL_TEXTURE1) 14383 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 14384 glUniform1i(location = 4, v0 = 1) 14385 glActiveTexture(texture = GL_TEXTURE0) 14386 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14387 glEnable(cap = GL_BLEND) 14388 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 14389 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 14390 glUseProgram(program = 5) 14391 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14392 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 14393 glUniform1i(location = 3, v0 = 1) 14394 glActiveTexture(texture = GL_TEXTURE1) 14395 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 14396 glUniform1i(location = 4, v0 = 1) 14397 glActiveTexture(texture = GL_TEXTURE0) 14398 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14399 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 14401 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 14402 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14403 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14404 glViewport(x = 0, y = 0, width = 600, height = 450) 14405 glUseProgram(program = 0) 14406 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 14407 glEnable(cap = GL_BLEND) 14408 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 14409 glClear(mask = GL_COLOR_BUFFER_BIT) 14410 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14413 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14414 glFlush() 14416 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 14417 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 14418 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 14419 glDisable(cap = GL_FRAMEBUFFER_SRGB) 14420 glDisable(cap = GL_SCISSOR_TEST) 14421 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14422 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 14423 glClear(mask = GL_COLOR_BUFFER_BIT) 14424 glDisable(cap = GL_SCISSOR_TEST) 14425 glDisable(cap = GL_CULL_FACE) 14426 glFrontFace(mode = GL_CCW) 14427 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 14428 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14429 glDisable(cap = GL_BLEND) 14430 glDisable(cap = GL_DEPTH_TEST) 14431 glDepthMask(flag = GL_FALSE) 14432 glDepthFunc(func = GL_LESS) 14433 glDisable(cap = GL_STENCIL_TEST) 14434 glDisable(cap = GL_POLYGON_OFFSET_FILL) 14435 glUseProgram(program = 1) 14436 glViewport(x = 0, y = 0, width = 600, height = 450) 14437 glDepthRange(zNear = 0, zFar = 1) 14438 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 14439 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 14440 glEnableVertexAttribArray(index = 0) 14441 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 14442 glEnableVertexAttribArray(index = 1) 14443 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14444 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 14445 glUniform1i(location = 3, v0 = 0) 14446 glActiveTexture(texture = GL_TEXTURE1) 14447 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 14448 glUniform1i(location = 4, v0 = 1) 14449 glActiveTexture(texture = GL_TEXTURE0) 14450 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14451 glEnable(cap = GL_BLEND) 14452 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 14453 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 14454 glUseProgram(program = 5) 14455 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14456 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 14457 glUniform1i(location = 3, v0 = 1) 14458 glActiveTexture(texture = GL_TEXTURE1) 14459 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 14460 glUniform1i(location = 4, v0 = 1) 14461 glActiveTexture(texture = GL_TEXTURE0) 14462 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14463 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 14465 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 14466 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14467 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14468 glViewport(x = 0, y = 0, width = 600, height = 450) 14469 glUseProgram(program = 0) 14470 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 14471 glEnable(cap = GL_BLEND) 14472 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 14473 glClear(mask = GL_COLOR_BUFFER_BIT) 14474 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14477 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14478 glFlush() 14480 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 14481 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 14482 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 14483 glDisable(cap = GL_FRAMEBUFFER_SRGB) 14484 glDisable(cap = GL_SCISSOR_TEST) 14485 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14486 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 14487 glClear(mask = GL_COLOR_BUFFER_BIT) 14488 glDisable(cap = GL_SCISSOR_TEST) 14489 glDisable(cap = GL_CULL_FACE) 14490 glFrontFace(mode = GL_CCW) 14491 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 14492 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14493 glDisable(cap = GL_BLEND) 14494 glDisable(cap = GL_DEPTH_TEST) 14495 glDepthMask(flag = GL_FALSE) 14496 glDepthFunc(func = GL_LESS) 14497 glDisable(cap = GL_STENCIL_TEST) 14498 glDisable(cap = GL_POLYGON_OFFSET_FILL) 14499 glUseProgram(program = 1) 14500 glViewport(x = 0, y = 0, width = 600, height = 450) 14501 glDepthRange(zNear = 0, zFar = 1) 14502 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 14503 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 14504 glEnableVertexAttribArray(index = 0) 14505 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 14506 glEnableVertexAttribArray(index = 1) 14507 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14508 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 14509 glUniform1i(location = 3, v0 = 0) 14510 glActiveTexture(texture = GL_TEXTURE1) 14511 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 14512 glUniform1i(location = 4, v0 = 1) 14513 glActiveTexture(texture = GL_TEXTURE0) 14514 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14515 glEnable(cap = GL_BLEND) 14516 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 14517 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 14518 glUseProgram(program = 5) 14519 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14520 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 14521 glUniform1i(location = 3, v0 = 1) 14522 glActiveTexture(texture = GL_TEXTURE1) 14523 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 14524 glUniform1i(location = 4, v0 = 1) 14525 glActiveTexture(texture = GL_TEXTURE0) 14526 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14527 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 14529 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 14530 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 14531 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 14532 glDeleteTextures(n = 1, textures = &1) 14533 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 14534 glDeleteFramebuffers(n = 1, framebuffers = &1) 14535 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 14536 glGenFramebuffers(n = 1, framebuffers = &1) 14537 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14538 glGenTextures(n = 1, textures = &1) 14539 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 14540 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 14541 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 14542 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 14543 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 14544 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 602, height = 453, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 14545 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 14546 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 14547 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 14548 glGenRenderbuffers(n = 1, renderbuffers = &1) 14549 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 14550 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 602, height = 453) 14551 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 14552 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 14553 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 14554 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 14555 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14556 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 14558 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 14560 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 14561 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14564 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14565 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14566 glViewport(x = 0, y = 0, width = 601, height = 453) 14567 glUseProgram(program = 0) 14568 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 14569 glEnable(cap = GL_BLEND) 14570 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 14571 glClear(mask = GL_COLOR_BUFFER_BIT) 14572 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14575 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14576 glViewport(x = 0, y = 0, width = 601, height = 453) 14577 glUseProgram(program = 0) 14578 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 14579 glEnable(cap = GL_BLEND) 14580 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 14581 glClear(mask = GL_COLOR_BUFFER_BIT) 14582 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14585 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14586 glFlush() 14588 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 14589 glGenTextures(n = 1, textures = &3) 14590 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 14591 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 602, height = 453, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 14592 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 14593 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 14594 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 14595 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 602) 14596 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 602, height = 453, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(1090824)) 14597 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 14598 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 14599 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 14600 glDisable(cap = GL_FRAMEBUFFER_SRGB) 14601 glDisable(cap = GL_SCISSOR_TEST) 14602 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14603 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 14604 glClear(mask = GL_COLOR_BUFFER_BIT) 14605 glDisable(cap = GL_SCISSOR_TEST) 14606 glDisable(cap = GL_CULL_FACE) 14607 glFrontFace(mode = GL_CCW) 14608 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 14609 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14610 glDisable(cap = GL_BLEND) 14611 glDisable(cap = GL_DEPTH_TEST) 14612 glDepthMask(flag = GL_FALSE) 14613 glDepthFunc(func = GL_LESS) 14614 glDisable(cap = GL_STENCIL_TEST) 14615 glDisable(cap = GL_POLYGON_OFFSET_FILL) 14616 glUseProgram(program = 1) 14617 glViewport(x = 0, y = 0, width = 601, height = 453) 14618 glDepthRange(zNear = 0, zFar = 1) 14619 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 14620 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 14621 glEnableVertexAttribArray(index = 0) 14622 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 14623 glEnableVertexAttribArray(index = 1) 14624 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14625 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 14626 glUniform1i(location = 3, v0 = 0) 14627 glActiveTexture(texture = GL_TEXTURE1) 14628 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 14629 glUniform1i(location = 4, v0 = 1) 14630 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 14631 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 14632 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 14633 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 14634 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 14635 glActiveTexture(texture = GL_TEXTURE0) 14636 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14637 glEnable(cap = GL_BLEND) 14638 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 14639 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 14640 glUseProgram(program = 5) 14641 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14642 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 14643 glUniform1i(location = 3, v0 = 1) 14644 glActiveTexture(texture = GL_TEXTURE1) 14645 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 14646 glUniform1i(location = 4, v0 = 1) 14647 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 14648 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 14649 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 14650 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 14651 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 14652 glActiveTexture(texture = GL_TEXTURE0) 14653 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14654 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 14657 glDeleteTextures(n = 1, textures = &2) 14658 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 14659 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 14660 glDisable(cap = GL_FRAMEBUFFER_SRGB) 14661 glDisable(cap = GL_SCISSOR_TEST) 14662 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14663 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 14664 glClear(mask = GL_COLOR_BUFFER_BIT) 14665 glDisable(cap = GL_SCISSOR_TEST) 14666 glDisable(cap = GL_CULL_FACE) 14667 glFrontFace(mode = GL_CCW) 14668 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 14669 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14670 glDisable(cap = GL_BLEND) 14671 glDisable(cap = GL_DEPTH_TEST) 14672 glDepthMask(flag = GL_FALSE) 14673 glDepthFunc(func = GL_LESS) 14674 glDisable(cap = GL_STENCIL_TEST) 14675 glDisable(cap = GL_POLYGON_OFFSET_FILL) 14676 glUseProgram(program = 1) 14677 glViewport(x = 0, y = 0, width = 601, height = 453) 14678 glDepthRange(zNear = 0, zFar = 1) 14679 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 14680 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 14681 glEnableVertexAttribArray(index = 0) 14682 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 14683 glEnableVertexAttribArray(index = 1) 14684 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14685 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 14686 glUniform1i(location = 3, v0 = 0) 14687 glActiveTexture(texture = GL_TEXTURE1) 14688 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 14689 glUniform1i(location = 4, v0 = 1) 14690 glActiveTexture(texture = GL_TEXTURE0) 14691 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14692 glEnable(cap = GL_BLEND) 14693 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 14694 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 14695 glUseProgram(program = 5) 14696 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14697 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 14698 glUniform1i(location = 3, v0 = 1) 14699 glActiveTexture(texture = GL_TEXTURE1) 14700 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 14701 glUniform1i(location = 4, v0 = 1) 14702 glActiveTexture(texture = GL_TEXTURE0) 14703 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14704 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 14706 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 14707 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 14708 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 14709 glDeleteTextures(n = 1, textures = &1) 14710 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 14711 glDeleteFramebuffers(n = 1, framebuffers = &1) 14712 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 14713 glGenFramebuffers(n = 1, framebuffers = &1) 14714 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14715 glGenTextures(n = 1, textures = &1) 14716 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 14717 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 14718 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 14719 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 14720 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 14721 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 614, height = 489, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 14722 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 14723 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 14724 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 14725 glGenRenderbuffers(n = 1, renderbuffers = &1) 14726 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 14727 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 614, height = 489) 14728 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 14729 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 14730 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 14731 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 14732 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14733 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 14735 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 14737 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 14738 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14741 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14742 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14743 glViewport(x = 0, y = 0, width = 613, height = 489) 14744 glUseProgram(program = 0) 14745 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 14746 glEnable(cap = GL_BLEND) 14747 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 14748 glClear(mask = GL_COLOR_BUFFER_BIT) 14749 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14752 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14753 glViewport(x = 0, y = 0, width = 613, height = 489) 14754 glUseProgram(program = 0) 14755 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 14756 glEnable(cap = GL_BLEND) 14757 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 14758 glClear(mask = GL_COLOR_BUFFER_BIT) 14759 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14762 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14763 glFlush() 14765 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 14766 glGenTextures(n = 1, textures = &2) 14767 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 14768 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 614, height = 489, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 14769 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 14770 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 14771 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 14772 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 614) 14773 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 614, height = 489, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(1200984)) 14774 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 14775 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 14776 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 14777 glDisable(cap = GL_FRAMEBUFFER_SRGB) 14778 glDisable(cap = GL_SCISSOR_TEST) 14779 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14780 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 14781 glClear(mask = GL_COLOR_BUFFER_BIT) 14782 glDisable(cap = GL_SCISSOR_TEST) 14783 glDisable(cap = GL_CULL_FACE) 14784 glFrontFace(mode = GL_CCW) 14785 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 14786 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14787 glDisable(cap = GL_BLEND) 14788 glDisable(cap = GL_DEPTH_TEST) 14789 glDepthMask(flag = GL_FALSE) 14790 glDepthFunc(func = GL_LESS) 14791 glDisable(cap = GL_STENCIL_TEST) 14792 glDisable(cap = GL_POLYGON_OFFSET_FILL) 14793 glUseProgram(program = 1) 14794 glViewport(x = 0, y = 0, width = 613, height = 489) 14795 glDepthRange(zNear = 0, zFar = 1) 14796 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 14797 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 14798 glEnableVertexAttribArray(index = 0) 14799 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 14800 glEnableVertexAttribArray(index = 1) 14801 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14802 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 14803 glUniform1i(location = 3, v0 = 0) 14804 glActiveTexture(texture = GL_TEXTURE1) 14805 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 14806 glUniform1i(location = 4, v0 = 1) 14807 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 14808 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 14809 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 14810 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 14811 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 14812 glActiveTexture(texture = GL_TEXTURE0) 14813 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14814 glEnable(cap = GL_BLEND) 14815 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 14816 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 14817 glUseProgram(program = 5) 14818 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14819 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 14820 glUniform1i(location = 3, v0 = 1) 14821 glActiveTexture(texture = GL_TEXTURE1) 14822 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 14823 glUniform1i(location = 4, v0 = 1) 14824 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 14825 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 14826 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 14827 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 14828 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 14829 glActiveTexture(texture = GL_TEXTURE0) 14830 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14831 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 14834 glDeleteTextures(n = 1, textures = &3) 14835 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 14836 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 14837 glDisable(cap = GL_FRAMEBUFFER_SRGB) 14838 glDisable(cap = GL_SCISSOR_TEST) 14839 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14840 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 14841 glClear(mask = GL_COLOR_BUFFER_BIT) 14842 glDisable(cap = GL_SCISSOR_TEST) 14843 glDisable(cap = GL_CULL_FACE) 14844 glFrontFace(mode = GL_CCW) 14845 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 14846 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14847 glDisable(cap = GL_BLEND) 14848 glDisable(cap = GL_DEPTH_TEST) 14849 glDepthMask(flag = GL_FALSE) 14850 glDepthFunc(func = GL_LESS) 14851 glDisable(cap = GL_STENCIL_TEST) 14852 glDisable(cap = GL_POLYGON_OFFSET_FILL) 14853 glUseProgram(program = 1) 14854 glViewport(x = 0, y = 0, width = 613, height = 489) 14855 glDepthRange(zNear = 0, zFar = 1) 14856 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 14857 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 14858 glEnableVertexAttribArray(index = 0) 14859 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 14860 glEnableVertexAttribArray(index = 1) 14861 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14862 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 14863 glUniform1i(location = 3, v0 = 0) 14864 glActiveTexture(texture = GL_TEXTURE1) 14865 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 14866 glUniform1i(location = 4, v0 = 1) 14867 glActiveTexture(texture = GL_TEXTURE0) 14868 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14869 glEnable(cap = GL_BLEND) 14870 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 14871 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 14872 glUseProgram(program = 5) 14873 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14874 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 14875 glUniform1i(location = 3, v0 = 1) 14876 glActiveTexture(texture = GL_TEXTURE1) 14877 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 14878 glUniform1i(location = 4, v0 = 1) 14879 glActiveTexture(texture = GL_TEXTURE0) 14880 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14881 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 14883 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 14884 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 14885 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 14886 glDeleteTextures(n = 1, textures = &1) 14887 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 14888 glDeleteFramebuffers(n = 1, framebuffers = &1) 14889 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 14890 glGenFramebuffers(n = 1, framebuffers = &1) 14891 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14892 glGenTextures(n = 1, textures = &1) 14893 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 14894 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 14895 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 14896 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 14897 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 14898 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 645, height = 569, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 14899 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 14900 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 14901 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 14902 glGenRenderbuffers(n = 1, renderbuffers = &1) 14903 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 14904 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 645, height = 569) 14905 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 14906 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 14907 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 14908 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 14909 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14910 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 14912 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 14914 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 14915 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14918 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14919 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14920 glViewport(x = 0, y = 0, width = 645, height = 568) 14921 glUseProgram(program = 0) 14922 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 14923 glEnable(cap = GL_BLEND) 14924 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 14925 glClear(mask = GL_COLOR_BUFFER_BIT) 14926 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14929 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14930 glViewport(x = 0, y = 0, width = 645, height = 568) 14931 glUseProgram(program = 0) 14932 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 14933 glEnable(cap = GL_BLEND) 14934 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 14935 glClear(mask = GL_COLOR_BUFFER_BIT) 14936 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 14939 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 14940 glFlush() 14942 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 14943 glGenTextures(n = 1, textures = &3) 14944 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 14945 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 645, height = 569, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 14946 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 14947 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 14948 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 14949 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 645) 14950 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 645, height = 569, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(1468020)) 14951 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 14952 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 14953 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 14954 glDisable(cap = GL_FRAMEBUFFER_SRGB) 14955 glDisable(cap = GL_SCISSOR_TEST) 14956 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14957 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 14958 glClear(mask = GL_COLOR_BUFFER_BIT) 14959 glDisable(cap = GL_SCISSOR_TEST) 14960 glDisable(cap = GL_CULL_FACE) 14961 glFrontFace(mode = GL_CCW) 14962 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 14963 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 14964 glDisable(cap = GL_BLEND) 14965 glDisable(cap = GL_DEPTH_TEST) 14966 glDepthMask(flag = GL_FALSE) 14967 glDepthFunc(func = GL_LESS) 14968 glDisable(cap = GL_STENCIL_TEST) 14969 glDisable(cap = GL_POLYGON_OFFSET_FILL) 14970 glUseProgram(program = 1) 14971 glViewport(x = 0, y = 0, width = 645, height = 569) 14972 glDepthRange(zNear = 0, zFar = 1) 14973 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 14974 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 14975 glEnableVertexAttribArray(index = 0) 14976 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 14977 glEnableVertexAttribArray(index = 1) 14978 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14979 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 14980 glUniform1i(location = 3, v0 = 0) 14981 glActiveTexture(texture = GL_TEXTURE1) 14982 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 14983 glUniform1i(location = 4, v0 = 1) 14984 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 14985 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 14986 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 14987 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 14988 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 14989 glActiveTexture(texture = GL_TEXTURE0) 14990 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 14991 glEnable(cap = GL_BLEND) 14992 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 14993 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 14994 glUseProgram(program = 5) 14995 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 14996 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 14997 glUniform1i(location = 3, v0 = 1) 14998 glActiveTexture(texture = GL_TEXTURE1) 14999 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 15000 glUniform1i(location = 4, v0 = 1) 15001 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 15002 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 15003 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 15004 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 15005 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 15006 glActiveTexture(texture = GL_TEXTURE0) 15007 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15008 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 15011 glDeleteTextures(n = 1, textures = &2) 15012 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 15013 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 15014 glDisable(cap = GL_FRAMEBUFFER_SRGB) 15015 glDisable(cap = GL_SCISSOR_TEST) 15016 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 15017 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 15018 glClear(mask = GL_COLOR_BUFFER_BIT) 15019 glDisable(cap = GL_SCISSOR_TEST) 15020 glDisable(cap = GL_CULL_FACE) 15021 glFrontFace(mode = GL_CCW) 15022 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 15023 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 15024 glDisable(cap = GL_BLEND) 15025 glDisable(cap = GL_DEPTH_TEST) 15026 glDepthMask(flag = GL_FALSE) 15027 glDepthFunc(func = GL_LESS) 15028 glDisable(cap = GL_STENCIL_TEST) 15029 glDisable(cap = GL_POLYGON_OFFSET_FILL) 15030 glUseProgram(program = 1) 15031 glViewport(x = 0, y = 0, width = 645, height = 569) 15032 glDepthRange(zNear = 0, zFar = 1) 15033 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 15034 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 15035 glEnableVertexAttribArray(index = 0) 15036 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 15037 glEnableVertexAttribArray(index = 1) 15038 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 15039 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 15040 glUniform1i(location = 3, v0 = 0) 15041 glActiveTexture(texture = GL_TEXTURE1) 15042 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 15043 glUniform1i(location = 4, v0 = 1) 15044 glActiveTexture(texture = GL_TEXTURE0) 15045 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15046 glEnable(cap = GL_BLEND) 15047 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 15048 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 15049 glUseProgram(program = 5) 15050 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 15051 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 15052 glUniform1i(location = 3, v0 = 1) 15053 glActiveTexture(texture = GL_TEXTURE1) 15054 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 15055 glUniform1i(location = 4, v0 = 1) 15056 glActiveTexture(texture = GL_TEXTURE0) 15057 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15058 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 15060 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 15061 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 15062 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 15063 glDeleteTextures(n = 1, textures = &1) 15064 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 15065 glDeleteFramebuffers(n = 1, framebuffers = &1) 15066 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 15067 glGenFramebuffers(n = 1, framebuffers = &1) 15068 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15069 glGenTextures(n = 1, textures = &1) 15070 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 15071 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 15072 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 15073 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 15074 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 15075 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 716, height = 668, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 15076 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 15077 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 15078 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 15079 glGenRenderbuffers(n = 1, renderbuffers = &1) 15080 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 15081 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 716, height = 668) 15082 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 15083 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 15084 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 15085 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 15086 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15087 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 15089 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 15091 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 15092 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15095 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15096 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 15097 glViewport(x = 0, y = 0, width = 715, height = 667) 15098 glUseProgram(program = 0) 15099 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 15100 glEnable(cap = GL_BLEND) 15101 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 15102 glClear(mask = GL_COLOR_BUFFER_BIT) 15103 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 15106 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15107 glViewport(x = 0, y = 0, width = 715, height = 667) 15108 glUseProgram(program = 0) 15109 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 15110 glEnable(cap = GL_BLEND) 15111 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 15112 glClear(mask = GL_COLOR_BUFFER_BIT) 15113 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 15116 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15117 glFlush() 15119 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 15120 glGenTextures(n = 1, textures = &2) 15121 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 15122 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 716, height = 668, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 15123 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 15124 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 15125 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 15126 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 716) 15127 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 716, height = 668, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(1913152)) 15128 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 15129 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 15130 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 15131 glDisable(cap = GL_FRAMEBUFFER_SRGB) 15132 glDisable(cap = GL_SCISSOR_TEST) 15133 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 15134 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 15135 glClear(mask = GL_COLOR_BUFFER_BIT) 15136 glDisable(cap = GL_SCISSOR_TEST) 15137 glDisable(cap = GL_CULL_FACE) 15138 glFrontFace(mode = GL_CCW) 15139 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 15140 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 15141 glDisable(cap = GL_BLEND) 15142 glDisable(cap = GL_DEPTH_TEST) 15143 glDepthMask(flag = GL_FALSE) 15144 glDepthFunc(func = GL_LESS) 15145 glDisable(cap = GL_STENCIL_TEST) 15146 glDisable(cap = GL_POLYGON_OFFSET_FILL) 15147 glUseProgram(program = 1) 15148 glViewport(x = 0, y = 0, width = 715, height = 667) 15149 glDepthRange(zNear = 0, zFar = 1) 15150 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 15151 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 15152 glEnableVertexAttribArray(index = 0) 15153 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 15154 glEnableVertexAttribArray(index = 1) 15155 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 15156 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 15157 glUniform1i(location = 3, v0 = 0) 15158 glActiveTexture(texture = GL_TEXTURE1) 15159 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 15160 glUniform1i(location = 4, v0 = 1) 15161 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 15162 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 15163 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 15164 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 15165 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 15166 glActiveTexture(texture = GL_TEXTURE0) 15167 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15168 glEnable(cap = GL_BLEND) 15169 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 15170 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 15171 glUseProgram(program = 5) 15172 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 15173 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 15174 glUniform1i(location = 3, v0 = 1) 15175 glActiveTexture(texture = GL_TEXTURE1) 15176 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 15177 glUniform1i(location = 4, v0 = 1) 15178 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 15179 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 15180 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 15181 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 15182 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 15183 glActiveTexture(texture = GL_TEXTURE0) 15184 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15185 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 15188 glDeleteTextures(n = 1, textures = &3) 15189 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 15190 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 15191 glDisable(cap = GL_FRAMEBUFFER_SRGB) 15192 glDisable(cap = GL_SCISSOR_TEST) 15193 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 15194 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 15195 glClear(mask = GL_COLOR_BUFFER_BIT) 15196 glDisable(cap = GL_SCISSOR_TEST) 15197 glDisable(cap = GL_CULL_FACE) 15198 glFrontFace(mode = GL_CCW) 15199 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 15200 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 15201 glDisable(cap = GL_BLEND) 15202 glDisable(cap = GL_DEPTH_TEST) 15203 glDepthMask(flag = GL_FALSE) 15204 glDepthFunc(func = GL_LESS) 15205 glDisable(cap = GL_STENCIL_TEST) 15206 glDisable(cap = GL_POLYGON_OFFSET_FILL) 15207 glUseProgram(program = 1) 15208 glViewport(x = 0, y = 0, width = 715, height = 667) 15209 glDepthRange(zNear = 0, zFar = 1) 15210 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 15211 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 15212 glEnableVertexAttribArray(index = 0) 15213 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 15214 glEnableVertexAttribArray(index = 1) 15215 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 15216 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 15217 glUniform1i(location = 3, v0 = 0) 15218 glActiveTexture(texture = GL_TEXTURE1) 15219 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 15220 glUniform1i(location = 4, v0 = 1) 15221 glActiveTexture(texture = GL_TEXTURE0) 15222 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15223 glEnable(cap = GL_BLEND) 15224 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 15225 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 15226 glUseProgram(program = 5) 15227 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 15228 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 15229 glUniform1i(location = 3, v0 = 1) 15230 glActiveTexture(texture = GL_TEXTURE1) 15231 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 15232 glUniform1i(location = 4, v0 = 1) 15233 glActiveTexture(texture = GL_TEXTURE0) 15234 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15235 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 15237 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 15238 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 15239 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 15240 glDeleteTextures(n = 1, textures = &1) 15241 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 15242 glDeleteFramebuffers(n = 1, framebuffers = &1) 15243 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 15244 glGenFramebuffers(n = 1, framebuffers = &1) 15245 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15246 glGenTextures(n = 1, textures = &1) 15247 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 15248 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 15249 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 15250 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 15251 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 15252 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 791, height = 716, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 15253 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 15254 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 15255 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 15256 glGenRenderbuffers(n = 1, renderbuffers = &1) 15257 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 15258 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 791, height = 716) 15259 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 15260 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 15261 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 15262 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 15263 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15264 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 15266 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 15268 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 15269 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15272 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15273 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 15274 glViewport(x = 0, y = 0, width = 790, height = 715) 15275 glUseProgram(program = 0) 15276 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 15277 glEnable(cap = GL_BLEND) 15278 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 15279 glClear(mask = GL_COLOR_BUFFER_BIT) 15280 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 15283 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15284 glViewport(x = 0, y = 0, width = 790, height = 715) 15285 glUseProgram(program = 0) 15286 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 15287 glEnable(cap = GL_BLEND) 15288 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 15289 glClear(mask = GL_COLOR_BUFFER_BIT) 15290 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 15293 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15294 glFlush() 15296 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 15297 glGenTextures(n = 1, textures = &3) 15298 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 15299 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 791, height = 716, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 15300 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 15301 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 15302 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 15303 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 791) 15304 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 791, height = 716, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(2265424)) 15305 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 15306 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 15307 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 15308 glDisable(cap = GL_FRAMEBUFFER_SRGB) 15309 glDisable(cap = GL_SCISSOR_TEST) 15310 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 15311 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 15312 glClear(mask = GL_COLOR_BUFFER_BIT) 15313 glDisable(cap = GL_SCISSOR_TEST) 15314 glDisable(cap = GL_CULL_FACE) 15315 glFrontFace(mode = GL_CCW) 15316 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 15317 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 15318 glDisable(cap = GL_BLEND) 15319 glDisable(cap = GL_DEPTH_TEST) 15320 glDepthMask(flag = GL_FALSE) 15321 glDepthFunc(func = GL_LESS) 15322 glDisable(cap = GL_STENCIL_TEST) 15323 glDisable(cap = GL_POLYGON_OFFSET_FILL) 15324 glUseProgram(program = 1) 15325 glViewport(x = 0, y = 0, width = 791, height = 716) 15326 glDepthRange(zNear = 0, zFar = 1) 15327 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 15328 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 15329 glEnableVertexAttribArray(index = 0) 15330 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 15331 glEnableVertexAttribArray(index = 1) 15332 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 15333 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 15334 glUniform1i(location = 3, v0 = 0) 15335 glActiveTexture(texture = GL_TEXTURE1) 15336 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 15337 glUniform1i(location = 4, v0 = 1) 15338 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 15339 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 15340 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 15341 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 15342 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 15343 glActiveTexture(texture = GL_TEXTURE0) 15344 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15345 glEnable(cap = GL_BLEND) 15346 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 15347 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 15348 glUseProgram(program = 5) 15349 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 15350 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 15351 glUniform1i(location = 3, v0 = 1) 15352 glActiveTexture(texture = GL_TEXTURE1) 15353 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 15354 glUniform1i(location = 4, v0 = 1) 15355 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 15356 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 15357 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 15358 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 15359 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 15360 glActiveTexture(texture = GL_TEXTURE0) 15361 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15362 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 15365 glDeleteTextures(n = 1, textures = &2) 15366 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 15367 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 15368 glDisable(cap = GL_FRAMEBUFFER_SRGB) 15369 glDisable(cap = GL_SCISSOR_TEST) 15370 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 15371 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 15372 glClear(mask = GL_COLOR_BUFFER_BIT) 15373 glDisable(cap = GL_SCISSOR_TEST) 15374 glDisable(cap = GL_CULL_FACE) 15375 glFrontFace(mode = GL_CCW) 15376 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 15377 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 15378 glDisable(cap = GL_BLEND) 15379 glDisable(cap = GL_DEPTH_TEST) 15380 glDepthMask(flag = GL_FALSE) 15381 glDepthFunc(func = GL_LESS) 15382 glDisable(cap = GL_STENCIL_TEST) 15383 glDisable(cap = GL_POLYGON_OFFSET_FILL) 15384 glUseProgram(program = 1) 15385 glViewport(x = 0, y = 0, width = 791, height = 716) 15386 glDepthRange(zNear = 0, zFar = 1) 15387 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 15388 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 15389 glEnableVertexAttribArray(index = 0) 15390 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 15391 glEnableVertexAttribArray(index = 1) 15392 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 15393 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 15394 glUniform1i(location = 3, v0 = 0) 15395 glActiveTexture(texture = GL_TEXTURE1) 15396 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 15397 glUniform1i(location = 4, v0 = 1) 15398 glActiveTexture(texture = GL_TEXTURE0) 15399 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15400 glEnable(cap = GL_BLEND) 15401 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 15402 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 15403 glUseProgram(program = 5) 15404 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 15405 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 15406 glUniform1i(location = 3, v0 = 1) 15407 glActiveTexture(texture = GL_TEXTURE1) 15408 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 15409 glUniform1i(location = 4, v0 = 1) 15410 glActiveTexture(texture = GL_TEXTURE0) 15411 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15412 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 15414 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 15415 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 15416 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 15417 glDeleteTextures(n = 1, textures = &1) 15418 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 15419 glDeleteFramebuffers(n = 1, framebuffers = &1) 15420 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 15421 glGenFramebuffers(n = 1, framebuffers = &1) 15422 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15423 glGenTextures(n = 1, textures = &1) 15424 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 15425 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 15426 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 15427 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 15428 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 15429 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 857, height = 725, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 15430 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 15431 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 15432 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 15433 glGenRenderbuffers(n = 1, renderbuffers = &1) 15434 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 15435 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 857, height = 725) 15436 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 15437 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 15438 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 15439 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 15440 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15441 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 15443 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 15445 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 15446 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15449 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15450 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 15451 glViewport(x = 0, y = 0, width = 856, height = 724) 15452 glUseProgram(program = 0) 15453 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 15454 glEnable(cap = GL_BLEND) 15455 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 15456 glClear(mask = GL_COLOR_BUFFER_BIT) 15457 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 15460 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15461 glViewport(x = 0, y = 0, width = 856, height = 724) 15462 glUseProgram(program = 0) 15463 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 15464 glEnable(cap = GL_BLEND) 15465 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 15466 glClear(mask = GL_COLOR_BUFFER_BIT) 15467 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 15470 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15471 glFlush() 15473 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 15474 glGenTextures(n = 1, textures = &2) 15475 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 15476 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 857, height = 725, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 15477 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 15478 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 15479 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 15480 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 857) 15481 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 857, height = 725, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(2485300)) 15482 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 15483 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 15484 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 15485 glDisable(cap = GL_FRAMEBUFFER_SRGB) 15486 glDisable(cap = GL_SCISSOR_TEST) 15487 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 15488 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 15489 glClear(mask = GL_COLOR_BUFFER_BIT) 15490 glDisable(cap = GL_SCISSOR_TEST) 15491 glDisable(cap = GL_CULL_FACE) 15492 glFrontFace(mode = GL_CCW) 15493 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 15494 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 15495 glDisable(cap = GL_BLEND) 15496 glDisable(cap = GL_DEPTH_TEST) 15497 glDepthMask(flag = GL_FALSE) 15498 glDepthFunc(func = GL_LESS) 15499 glDisable(cap = GL_STENCIL_TEST) 15500 glDisable(cap = GL_POLYGON_OFFSET_FILL) 15501 glUseProgram(program = 1) 15502 glViewport(x = 0, y = 0, width = 856, height = 725) 15503 glDepthRange(zNear = 0, zFar = 1) 15504 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 15505 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 15506 glEnableVertexAttribArray(index = 0) 15507 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 15508 glEnableVertexAttribArray(index = 1) 15509 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 15510 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 15511 glUniform1i(location = 3, v0 = 0) 15512 glActiveTexture(texture = GL_TEXTURE1) 15513 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 15514 glUniform1i(location = 4, v0 = 1) 15515 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 15516 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 15517 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 15518 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 15519 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 15520 glActiveTexture(texture = GL_TEXTURE0) 15521 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15522 glEnable(cap = GL_BLEND) 15523 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 15524 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 15525 glUseProgram(program = 5) 15526 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 15527 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 15528 glUniform1i(location = 3, v0 = 1) 15529 glActiveTexture(texture = GL_TEXTURE1) 15530 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 15531 glUniform1i(location = 4, v0 = 1) 15532 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 15533 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 15534 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 15535 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 15536 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 15537 glActiveTexture(texture = GL_TEXTURE0) 15538 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15539 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 15542 glDeleteTextures(n = 1, textures = &3) 15543 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 15544 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 15545 glDisable(cap = GL_FRAMEBUFFER_SRGB) 15546 glDisable(cap = GL_SCISSOR_TEST) 15547 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 15548 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 15549 glClear(mask = GL_COLOR_BUFFER_BIT) 15550 glDisable(cap = GL_SCISSOR_TEST) 15551 glDisable(cap = GL_CULL_FACE) 15552 glFrontFace(mode = GL_CCW) 15553 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 15554 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 15555 glDisable(cap = GL_BLEND) 15556 glDisable(cap = GL_DEPTH_TEST) 15557 glDepthMask(flag = GL_FALSE) 15558 glDepthFunc(func = GL_LESS) 15559 glDisable(cap = GL_STENCIL_TEST) 15560 glDisable(cap = GL_POLYGON_OFFSET_FILL) 15561 glUseProgram(program = 1) 15562 glViewport(x = 0, y = 0, width = 856, height = 725) 15563 glDepthRange(zNear = 0, zFar = 1) 15564 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 15565 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 15566 glEnableVertexAttribArray(index = 0) 15567 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 15568 glEnableVertexAttribArray(index = 1) 15569 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 15570 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 15571 glUniform1i(location = 3, v0 = 0) 15572 glActiveTexture(texture = GL_TEXTURE1) 15573 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 15574 glUniform1i(location = 4, v0 = 1) 15575 glActiveTexture(texture = GL_TEXTURE0) 15576 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15577 glEnable(cap = GL_BLEND) 15578 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 15579 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 15580 glUseProgram(program = 5) 15581 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 15582 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 15583 glUniform1i(location = 3, v0 = 1) 15584 glActiveTexture(texture = GL_TEXTURE1) 15585 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 15586 glUniform1i(location = 4, v0 = 1) 15587 glActiveTexture(texture = GL_TEXTURE0) 15588 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15589 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 15591 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 15592 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 15593 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 15594 glDeleteTextures(n = 1, textures = &1) 15595 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 15596 glDeleteFramebuffers(n = 1, framebuffers = &1) 15597 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 15598 glGenFramebuffers(n = 1, framebuffers = &1) 15599 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15600 glGenTextures(n = 1, textures = &1) 15601 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 15602 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 15603 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 15604 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 15605 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 15606 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 920, height = 687, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 15607 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 15608 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 15609 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 15610 glGenRenderbuffers(n = 1, renderbuffers = &1) 15611 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 15612 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 920, height = 687) 15613 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 15614 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 15615 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 15616 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 15617 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15618 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 15620 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 15622 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 15623 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15626 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15627 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 15628 glViewport(x = 0, y = 0, width = 919, height = 687) 15629 glUseProgram(program = 0) 15630 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 15631 glEnable(cap = GL_BLEND) 15632 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 15633 glClear(mask = GL_COLOR_BUFFER_BIT) 15634 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 15637 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15638 glViewport(x = 0, y = 0, width = 919, height = 687) 15639 glUseProgram(program = 0) 15640 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 15641 glEnable(cap = GL_BLEND) 15642 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 15643 glClear(mask = GL_COLOR_BUFFER_BIT) 15644 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 15647 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15648 glFlush() 15650 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 15651 glGenTextures(n = 1, textures = &3) 15652 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 15653 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 920, height = 687, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 15654 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 15655 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 15656 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 15657 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 920) 15658 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 920, height = 687, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(2528160)) 15659 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 15660 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 15661 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 15662 glDisable(cap = GL_FRAMEBUFFER_SRGB) 15663 glDisable(cap = GL_SCISSOR_TEST) 15664 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 15665 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 15666 glClear(mask = GL_COLOR_BUFFER_BIT) 15667 glDisable(cap = GL_SCISSOR_TEST) 15668 glDisable(cap = GL_CULL_FACE) 15669 glFrontFace(mode = GL_CCW) 15670 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 15671 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 15672 glDisable(cap = GL_BLEND) 15673 glDisable(cap = GL_DEPTH_TEST) 15674 glDepthMask(flag = GL_FALSE) 15675 glDepthFunc(func = GL_LESS) 15676 glDisable(cap = GL_STENCIL_TEST) 15677 glDisable(cap = GL_POLYGON_OFFSET_FILL) 15678 glUseProgram(program = 1) 15679 glViewport(x = 0, y = 0, width = 919, height = 687) 15680 glDepthRange(zNear = 0, zFar = 1) 15681 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 15682 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 15683 glEnableVertexAttribArray(index = 0) 15684 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 15685 glEnableVertexAttribArray(index = 1) 15686 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 15687 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 15688 glUniform1i(location = 3, v0 = 0) 15689 glActiveTexture(texture = GL_TEXTURE1) 15690 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 15691 glUniform1i(location = 4, v0 = 1) 15692 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 15693 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 15694 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 15695 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 15696 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 15697 glActiveTexture(texture = GL_TEXTURE0) 15698 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15699 glEnable(cap = GL_BLEND) 15700 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 15701 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 15702 glUseProgram(program = 5) 15703 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 15704 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 15705 glUniform1i(location = 3, v0 = 1) 15706 glActiveTexture(texture = GL_TEXTURE1) 15707 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 15708 glUniform1i(location = 4, v0 = 1) 15709 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 15710 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 15711 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 15712 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 15713 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 15714 glActiveTexture(texture = GL_TEXTURE0) 15715 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15716 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 15719 glDeleteTextures(n = 1, textures = &2) 15720 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 15721 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 15722 glDisable(cap = GL_FRAMEBUFFER_SRGB) 15723 glDisable(cap = GL_SCISSOR_TEST) 15724 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 15725 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 15726 glClear(mask = GL_COLOR_BUFFER_BIT) 15727 glDisable(cap = GL_SCISSOR_TEST) 15728 glDisable(cap = GL_CULL_FACE) 15729 glFrontFace(mode = GL_CCW) 15730 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 15731 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 15732 glDisable(cap = GL_BLEND) 15733 glDisable(cap = GL_DEPTH_TEST) 15734 glDepthMask(flag = GL_FALSE) 15735 glDepthFunc(func = GL_LESS) 15736 glDisable(cap = GL_STENCIL_TEST) 15737 glDisable(cap = GL_POLYGON_OFFSET_FILL) 15738 glUseProgram(program = 1) 15739 glViewport(x = 0, y = 0, width = 919, height = 687) 15740 glDepthRange(zNear = 0, zFar = 1) 15741 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 15742 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 15743 glEnableVertexAttribArray(index = 0) 15744 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 15745 glEnableVertexAttribArray(index = 1) 15746 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 15747 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 15748 glUniform1i(location = 3, v0 = 0) 15749 glActiveTexture(texture = GL_TEXTURE1) 15750 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 15751 glUniform1i(location = 4, v0 = 1) 15752 glActiveTexture(texture = GL_TEXTURE0) 15753 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15754 glEnable(cap = GL_BLEND) 15755 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 15756 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 15757 glUseProgram(program = 5) 15758 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 15759 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 15760 glUniform1i(location = 3, v0 = 1) 15761 glActiveTexture(texture = GL_TEXTURE1) 15762 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 15763 glUniform1i(location = 4, v0 = 1) 15764 glActiveTexture(texture = GL_TEXTURE0) 15765 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15766 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 15768 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 15769 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 15770 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 15771 glDeleteTextures(n = 1, textures = &1) 15772 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 15773 glDeleteFramebuffers(n = 1, framebuffers = &1) 15774 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 15775 glGenFramebuffers(n = 1, framebuffers = &1) 15776 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15777 glGenTextures(n = 1, textures = &1) 15778 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 15779 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 15780 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 15781 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 15782 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 15783 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 933, height = 638, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 15784 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 15785 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 15786 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 15787 glGenRenderbuffers(n = 1, renderbuffers = &1) 15788 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 15789 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 933, height = 638) 15790 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 15791 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 15792 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 15793 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 15794 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15795 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 15797 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 15799 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 15800 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15803 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15804 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 15805 glViewport(x = 0, y = 0, width = 933, height = 637) 15806 glUseProgram(program = 0) 15807 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 15808 glEnable(cap = GL_BLEND) 15809 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 15810 glClear(mask = GL_COLOR_BUFFER_BIT) 15811 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 15814 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15815 glViewport(x = 0, y = 0, width = 933, height = 637) 15816 glUseProgram(program = 0) 15817 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 15818 glEnable(cap = GL_BLEND) 15819 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 15820 glClear(mask = GL_COLOR_BUFFER_BIT) 15821 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 15824 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15825 glFlush() 15827 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 15828 glGenTextures(n = 1, textures = &2) 15829 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 15830 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 933, height = 638, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 15831 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 15832 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 15833 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 15834 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 933) 15835 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 933, height = 638, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(2381016)) 15836 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 15837 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 15838 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 15839 glDisable(cap = GL_FRAMEBUFFER_SRGB) 15840 glDisable(cap = GL_SCISSOR_TEST) 15841 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 15842 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 15843 glClear(mask = GL_COLOR_BUFFER_BIT) 15844 glDisable(cap = GL_SCISSOR_TEST) 15845 glDisable(cap = GL_CULL_FACE) 15846 glFrontFace(mode = GL_CCW) 15847 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 15848 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 15849 glDisable(cap = GL_BLEND) 15850 glDisable(cap = GL_DEPTH_TEST) 15851 glDepthMask(flag = GL_FALSE) 15852 glDepthFunc(func = GL_LESS) 15853 glDisable(cap = GL_STENCIL_TEST) 15854 glDisable(cap = GL_POLYGON_OFFSET_FILL) 15855 glUseProgram(program = 1) 15856 glViewport(x = 0, y = 0, width = 933, height = 638) 15857 glDepthRange(zNear = 0, zFar = 1) 15858 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 15859 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 15860 glEnableVertexAttribArray(index = 0) 15861 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 15862 glEnableVertexAttribArray(index = 1) 15863 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 15864 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 15865 glUniform1i(location = 3, v0 = 0) 15866 glActiveTexture(texture = GL_TEXTURE1) 15867 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 15868 glUniform1i(location = 4, v0 = 1) 15869 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 15870 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 15871 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 15872 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 15873 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 15874 glActiveTexture(texture = GL_TEXTURE0) 15875 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15876 glEnable(cap = GL_BLEND) 15877 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 15878 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 15879 glUseProgram(program = 5) 15880 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 15881 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 15882 glUniform1i(location = 3, v0 = 1) 15883 glActiveTexture(texture = GL_TEXTURE1) 15884 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 15885 glUniform1i(location = 4, v0 = 1) 15886 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 15887 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 15888 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 15889 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 15890 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 15891 glActiveTexture(texture = GL_TEXTURE0) 15892 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15893 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 15896 glDeleteTextures(n = 1, textures = &3) 15897 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 15898 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 15899 glDisable(cap = GL_FRAMEBUFFER_SRGB) 15900 glDisable(cap = GL_SCISSOR_TEST) 15901 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 15902 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 15903 glClear(mask = GL_COLOR_BUFFER_BIT) 15904 glDisable(cap = GL_SCISSOR_TEST) 15905 glDisable(cap = GL_CULL_FACE) 15906 glFrontFace(mode = GL_CCW) 15907 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 15908 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 15909 glDisable(cap = GL_BLEND) 15910 glDisable(cap = GL_DEPTH_TEST) 15911 glDepthMask(flag = GL_FALSE) 15912 glDepthFunc(func = GL_LESS) 15913 glDisable(cap = GL_STENCIL_TEST) 15914 glDisable(cap = GL_POLYGON_OFFSET_FILL) 15915 glUseProgram(program = 1) 15916 glViewport(x = 0, y = 0, width = 933, height = 638) 15917 glDepthRange(zNear = 0, zFar = 1) 15918 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 15919 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 15920 glEnableVertexAttribArray(index = 0) 15921 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 15922 glEnableVertexAttribArray(index = 1) 15923 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 15924 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 15925 glUniform1i(location = 3, v0 = 0) 15926 glActiveTexture(texture = GL_TEXTURE1) 15927 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 15928 glUniform1i(location = 4, v0 = 1) 15929 glActiveTexture(texture = GL_TEXTURE0) 15930 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15931 glEnable(cap = GL_BLEND) 15932 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 15933 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 15934 glUseProgram(program = 5) 15935 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 15936 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 15937 glUniform1i(location = 3, v0 = 1) 15938 glActiveTexture(texture = GL_TEXTURE1) 15939 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 15940 glUniform1i(location = 4, v0 = 1) 15941 glActiveTexture(texture = GL_TEXTURE0) 15942 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 15943 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 15945 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 15946 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 15947 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 15948 glDeleteTextures(n = 1, textures = &1) 15949 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 15950 glDeleteFramebuffers(n = 1, framebuffers = &1) 15951 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 15952 glGenFramebuffers(n = 1, framebuffers = &1) 15953 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15954 glGenTextures(n = 1, textures = &1) 15955 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 15956 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 15957 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 15958 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 15959 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 15960 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 917, height = 584, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 15961 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 15962 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 15963 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 15964 glGenRenderbuffers(n = 1, renderbuffers = &1) 15965 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 15966 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 917, height = 584) 15967 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 15968 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 15969 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 15970 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 15971 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15972 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 15974 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 15976 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 15977 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15980 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15981 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 15982 glViewport(x = 0, y = 0, width = 916, height = 583) 15983 glUseProgram(program = 0) 15984 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 15985 glEnable(cap = GL_BLEND) 15986 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 15987 glClear(mask = GL_COLOR_BUFFER_BIT) 15988 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 15991 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 15992 glViewport(x = 0, y = 0, width = 916, height = 583) 15993 glUseProgram(program = 0) 15994 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 15995 glEnable(cap = GL_BLEND) 15996 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 15997 glClear(mask = GL_COLOR_BUFFER_BIT) 15998 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 16001 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16002 glFlush() 16004 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 16005 glGenTextures(n = 1, textures = &3) 16006 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 16007 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 917, height = 584, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 16008 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 16009 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 16010 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 16011 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 917) 16012 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 917, height = 584, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(2142112)) 16013 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 16014 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 16015 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 16016 glDisable(cap = GL_FRAMEBUFFER_SRGB) 16017 glDisable(cap = GL_SCISSOR_TEST) 16018 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16019 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 16020 glClear(mask = GL_COLOR_BUFFER_BIT) 16021 glDisable(cap = GL_SCISSOR_TEST) 16022 glDisable(cap = GL_CULL_FACE) 16023 glFrontFace(mode = GL_CCW) 16024 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 16025 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16026 glDisable(cap = GL_BLEND) 16027 glDisable(cap = GL_DEPTH_TEST) 16028 glDepthMask(flag = GL_FALSE) 16029 glDepthFunc(func = GL_LESS) 16030 glDisable(cap = GL_STENCIL_TEST) 16031 glDisable(cap = GL_POLYGON_OFFSET_FILL) 16032 glUseProgram(program = 1) 16033 glViewport(x = 0, y = 0, width = 916, height = 583) 16034 glDepthRange(zNear = 0, zFar = 1) 16035 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 16036 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 16037 glEnableVertexAttribArray(index = 0) 16038 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 16039 glEnableVertexAttribArray(index = 1) 16040 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16041 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 16042 glUniform1i(location = 3, v0 = 0) 16043 glActiveTexture(texture = GL_TEXTURE1) 16044 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 16045 glUniform1i(location = 4, v0 = 1) 16046 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 16047 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 16048 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 16049 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 16050 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 16051 glActiveTexture(texture = GL_TEXTURE0) 16052 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16053 glEnable(cap = GL_BLEND) 16054 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 16055 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 16056 glUseProgram(program = 5) 16057 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16058 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 16059 glUniform1i(location = 3, v0 = 1) 16060 glActiveTexture(texture = GL_TEXTURE1) 16061 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 16062 glUniform1i(location = 4, v0 = 1) 16063 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 16064 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 16065 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 16066 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 16067 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 16068 glActiveTexture(texture = GL_TEXTURE0) 16069 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16070 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 16073 glDeleteTextures(n = 1, textures = &2) 16074 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 16075 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 16076 glDisable(cap = GL_FRAMEBUFFER_SRGB) 16077 glDisable(cap = GL_SCISSOR_TEST) 16078 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16079 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 16080 glClear(mask = GL_COLOR_BUFFER_BIT) 16081 glDisable(cap = GL_SCISSOR_TEST) 16082 glDisable(cap = GL_CULL_FACE) 16083 glFrontFace(mode = GL_CCW) 16084 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 16085 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16086 glDisable(cap = GL_BLEND) 16087 glDisable(cap = GL_DEPTH_TEST) 16088 glDepthMask(flag = GL_FALSE) 16089 glDepthFunc(func = GL_LESS) 16090 glDisable(cap = GL_STENCIL_TEST) 16091 glDisable(cap = GL_POLYGON_OFFSET_FILL) 16092 glUseProgram(program = 1) 16093 glViewport(x = 0, y = 0, width = 916, height = 583) 16094 glDepthRange(zNear = 0, zFar = 1) 16095 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 16096 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 16097 glEnableVertexAttribArray(index = 0) 16098 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 16099 glEnableVertexAttribArray(index = 1) 16100 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16101 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 16102 glUniform1i(location = 3, v0 = 0) 16103 glActiveTexture(texture = GL_TEXTURE1) 16104 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 16105 glUniform1i(location = 4, v0 = 1) 16106 glActiveTexture(texture = GL_TEXTURE0) 16107 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16108 glEnable(cap = GL_BLEND) 16109 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 16110 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 16111 glUseProgram(program = 5) 16112 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16113 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 16114 glUniform1i(location = 3, v0 = 1) 16115 glActiveTexture(texture = GL_TEXTURE1) 16116 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 16117 glUniform1i(location = 4, v0 = 1) 16118 glActiveTexture(texture = GL_TEXTURE0) 16119 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16120 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 16123 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 16124 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 16125 glDisable(cap = GL_FRAMEBUFFER_SRGB) 16126 glDisable(cap = GL_SCISSOR_TEST) 16127 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16128 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 16129 glClear(mask = GL_COLOR_BUFFER_BIT) 16130 glDisable(cap = GL_SCISSOR_TEST) 16131 glDisable(cap = GL_CULL_FACE) 16132 glFrontFace(mode = GL_CCW) 16133 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 16134 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16135 glDisable(cap = GL_BLEND) 16136 glDisable(cap = GL_DEPTH_TEST) 16137 glDepthMask(flag = GL_FALSE) 16138 glDepthFunc(func = GL_LESS) 16139 glDisable(cap = GL_STENCIL_TEST) 16140 glDisable(cap = GL_POLYGON_OFFSET_FILL) 16141 glUseProgram(program = 1) 16142 glViewport(x = 0, y = 0, width = 916, height = 583) 16143 glDepthRange(zNear = 0, zFar = 1) 16144 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 16145 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 16146 glEnableVertexAttribArray(index = 0) 16147 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 16148 glEnableVertexAttribArray(index = 1) 16149 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16150 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 16151 glUniform1i(location = 3, v0 = 0) 16152 glActiveTexture(texture = GL_TEXTURE1) 16153 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 16154 glUniform1i(location = 4, v0 = 1) 16155 glActiveTexture(texture = GL_TEXTURE0) 16156 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16157 glEnable(cap = GL_BLEND) 16158 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 16159 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 16160 glUseProgram(program = 5) 16161 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16162 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 16163 glUniform1i(location = 3, v0 = 1) 16164 glActiveTexture(texture = GL_TEXTURE1) 16165 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 16166 glUniform1i(location = 4, v0 = 1) 16167 glActiveTexture(texture = GL_TEXTURE0) 16168 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16169 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 16171 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 16172 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16173 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 16174 glViewport(x = 0, y = 0, width = 916, height = 583) 16175 glUseProgram(program = 0) 16176 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 16177 glEnable(cap = GL_BLEND) 16178 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 16179 glClear(mask = GL_COLOR_BUFFER_BIT) 16180 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 16183 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16184 glFlush() 16186 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 16187 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 16188 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 16189 glDisable(cap = GL_FRAMEBUFFER_SRGB) 16190 glDisable(cap = GL_SCISSOR_TEST) 16191 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16192 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 16193 glClear(mask = GL_COLOR_BUFFER_BIT) 16194 glDisable(cap = GL_SCISSOR_TEST) 16195 glDisable(cap = GL_CULL_FACE) 16196 glFrontFace(mode = GL_CCW) 16197 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 16198 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16199 glDisable(cap = GL_BLEND) 16200 glDisable(cap = GL_DEPTH_TEST) 16201 glDepthMask(flag = GL_FALSE) 16202 glDepthFunc(func = GL_LESS) 16203 glDisable(cap = GL_STENCIL_TEST) 16204 glDisable(cap = GL_POLYGON_OFFSET_FILL) 16205 glUseProgram(program = 1) 16206 glViewport(x = 0, y = 0, width = 916, height = 583) 16207 glDepthRange(zNear = 0, zFar = 1) 16208 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 16209 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 16210 glEnableVertexAttribArray(index = 0) 16211 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 16212 glEnableVertexAttribArray(index = 1) 16213 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16214 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 16215 glUniform1i(location = 3, v0 = 0) 16216 glActiveTexture(texture = GL_TEXTURE1) 16217 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 16218 glUniform1i(location = 4, v0 = 1) 16219 glActiveTexture(texture = GL_TEXTURE0) 16220 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16221 glEnable(cap = GL_BLEND) 16222 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 16223 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 16224 glUseProgram(program = 5) 16225 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16226 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 16227 glUniform1i(location = 3, v0 = 1) 16228 glActiveTexture(texture = GL_TEXTURE1) 16229 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 16230 glUniform1i(location = 4, v0 = 1) 16231 glActiveTexture(texture = GL_TEXTURE0) 16232 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16233 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 16235 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 16236 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 16237 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 16238 glDeleteTextures(n = 1, textures = &1) 16239 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 16240 glDeleteFramebuffers(n = 1, framebuffers = &1) 16241 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 16242 glGenFramebuffers(n = 1, framebuffers = &1) 16243 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16244 glGenTextures(n = 1, textures = &1) 16245 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 16246 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 16247 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 16248 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 16249 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 16250 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 611, height = 524, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 16251 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 16252 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 16253 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 16254 glGenRenderbuffers(n = 1, renderbuffers = &1) 16255 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 16256 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 611, height = 524) 16257 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 16258 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 16259 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 16260 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 16261 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16262 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 16264 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 16266 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 16267 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16270 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16271 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 16272 glViewport(x = 0, y = 0, width = 610, height = 523) 16273 glUseProgram(program = 0) 16274 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 16275 glEnable(cap = GL_BLEND) 16276 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 16277 glClear(mask = GL_COLOR_BUFFER_BIT) 16278 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 16281 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16282 glViewport(x = 0, y = 0, width = 610, height = 523) 16283 glUseProgram(program = 0) 16284 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 16285 glEnable(cap = GL_BLEND) 16286 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 16287 glClear(mask = GL_COLOR_BUFFER_BIT) 16288 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 16291 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16292 glFlush() 16294 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 16295 glGenTextures(n = 1, textures = &2) 16296 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 16297 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 611, height = 524, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 16298 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 16299 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 16300 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 16301 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 611) 16302 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 611, height = 524, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(1280656)) 16303 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 16304 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 16305 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 16306 glDisable(cap = GL_FRAMEBUFFER_SRGB) 16307 glDisable(cap = GL_SCISSOR_TEST) 16308 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16309 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 16310 glClear(mask = GL_COLOR_BUFFER_BIT) 16311 glDisable(cap = GL_SCISSOR_TEST) 16312 glDisable(cap = GL_CULL_FACE) 16313 glFrontFace(mode = GL_CCW) 16314 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 16315 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16316 glDisable(cap = GL_BLEND) 16317 glDisable(cap = GL_DEPTH_TEST) 16318 glDepthMask(flag = GL_FALSE) 16319 glDepthFunc(func = GL_LESS) 16320 glDisable(cap = GL_STENCIL_TEST) 16321 glDisable(cap = GL_POLYGON_OFFSET_FILL) 16322 glUseProgram(program = 1) 16323 glViewport(x = 0, y = 0, width = 610, height = 523) 16324 glDepthRange(zNear = 0, zFar = 1) 16325 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 16326 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 16327 glEnableVertexAttribArray(index = 0) 16328 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 16329 glEnableVertexAttribArray(index = 1) 16330 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16331 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 16332 glUniform1i(location = 3, v0 = 0) 16333 glActiveTexture(texture = GL_TEXTURE1) 16334 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 16335 glUniform1i(location = 4, v0 = 1) 16336 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 16337 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 16338 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 16339 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 16340 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 16341 glActiveTexture(texture = GL_TEXTURE0) 16342 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16343 glEnable(cap = GL_BLEND) 16344 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 16345 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 16346 glUseProgram(program = 5) 16347 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16348 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 16349 glUniform1i(location = 3, v0 = 1) 16350 glActiveTexture(texture = GL_TEXTURE1) 16351 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 16352 glUniform1i(location = 4, v0 = 1) 16353 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 16354 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 16355 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 16356 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 16357 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 16358 glActiveTexture(texture = GL_TEXTURE0) 16359 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16360 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 16363 glDeleteTextures(n = 1, textures = &3) 16364 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 16365 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 16366 glDisable(cap = GL_FRAMEBUFFER_SRGB) 16367 glDisable(cap = GL_SCISSOR_TEST) 16368 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16369 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 16370 glClear(mask = GL_COLOR_BUFFER_BIT) 16371 glDisable(cap = GL_SCISSOR_TEST) 16372 glDisable(cap = GL_CULL_FACE) 16373 glFrontFace(mode = GL_CCW) 16374 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 16375 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16376 glDisable(cap = GL_BLEND) 16377 glDisable(cap = GL_DEPTH_TEST) 16378 glDepthMask(flag = GL_FALSE) 16379 glDepthFunc(func = GL_LESS) 16380 glDisable(cap = GL_STENCIL_TEST) 16381 glDisable(cap = GL_POLYGON_OFFSET_FILL) 16382 glUseProgram(program = 1) 16383 glViewport(x = 0, y = 0, width = 610, height = 523) 16384 glDepthRange(zNear = 0, zFar = 1) 16385 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 16386 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 16387 glEnableVertexAttribArray(index = 0) 16388 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 16389 glEnableVertexAttribArray(index = 1) 16390 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16391 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 16392 glUniform1i(location = 3, v0 = 0) 16393 glActiveTexture(texture = GL_TEXTURE1) 16394 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 16395 glUniform1i(location = 4, v0 = 1) 16396 glActiveTexture(texture = GL_TEXTURE0) 16397 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16398 glEnable(cap = GL_BLEND) 16399 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 16400 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 16401 glUseProgram(program = 5) 16402 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16403 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 16404 glUniform1i(location = 3, v0 = 1) 16405 glActiveTexture(texture = GL_TEXTURE1) 16406 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 16407 glUniform1i(location = 4, v0 = 1) 16408 glActiveTexture(texture = GL_TEXTURE0) 16409 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16410 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 16413 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 16414 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 16415 glDisable(cap = GL_FRAMEBUFFER_SRGB) 16416 glDisable(cap = GL_SCISSOR_TEST) 16417 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16418 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 16419 glClear(mask = GL_COLOR_BUFFER_BIT) 16420 glDisable(cap = GL_SCISSOR_TEST) 16421 glDisable(cap = GL_CULL_FACE) 16422 glFrontFace(mode = GL_CCW) 16423 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 16424 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16425 glDisable(cap = GL_BLEND) 16426 glDisable(cap = GL_DEPTH_TEST) 16427 glDepthMask(flag = GL_FALSE) 16428 glDepthFunc(func = GL_LESS) 16429 glDisable(cap = GL_STENCIL_TEST) 16430 glDisable(cap = GL_POLYGON_OFFSET_FILL) 16431 glUseProgram(program = 1) 16432 glViewport(x = 0, y = 0, width = 610, height = 523) 16433 glDepthRange(zNear = 0, zFar = 1) 16434 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 16435 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 16436 glEnableVertexAttribArray(index = 0) 16437 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 16438 glEnableVertexAttribArray(index = 1) 16439 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16440 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 16441 glUniform1i(location = 3, v0 = 0) 16442 glActiveTexture(texture = GL_TEXTURE1) 16443 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 16444 glUniform1i(location = 4, v0 = 1) 16445 glActiveTexture(texture = GL_TEXTURE0) 16446 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16447 glEnable(cap = GL_BLEND) 16448 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 16449 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 16450 glUseProgram(program = 5) 16451 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16452 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 16453 glUniform1i(location = 3, v0 = 1) 16454 glActiveTexture(texture = GL_TEXTURE1) 16455 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 16456 glUniform1i(location = 4, v0 = 1) 16457 glActiveTexture(texture = GL_TEXTURE0) 16458 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16459 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 16461 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 16462 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 16463 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 16464 glDeleteTextures(n = 1, textures = &1) 16465 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 16466 glDeleteFramebuffers(n = 1, framebuffers = &1) 16467 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 16468 glGenFramebuffers(n = 1, framebuffers = &1) 16469 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16470 glGenTextures(n = 1, textures = &1) 16471 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 16472 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 16473 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 16474 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 16475 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 16476 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 600, height = 690, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 16477 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 16478 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 16479 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 16480 glGenRenderbuffers(n = 1, renderbuffers = &1) 16481 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 16482 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 600, height = 690) 16483 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 16484 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 16485 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 16486 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 16487 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16488 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 16490 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 16492 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 16493 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16496 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16497 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 16498 glViewport(x = 0, y = 0, width = 600, height = 690) 16499 glUseProgram(program = 0) 16500 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 16501 glEnable(cap = GL_BLEND) 16502 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 16503 glClear(mask = GL_COLOR_BUFFER_BIT) 16504 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 16507 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16508 glViewport(x = 0, y = 0, width = 600, height = 690) 16509 glUseProgram(program = 0) 16510 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 16511 glEnable(cap = GL_BLEND) 16512 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 16513 glClear(mask = GL_COLOR_BUFFER_BIT) 16514 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 16517 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16518 glFlush() 16520 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 16521 glGenTextures(n = 1, textures = &3) 16522 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 16523 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 600, height = 690, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 16524 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 16525 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 16526 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 16527 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 600) 16528 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 600, height = 690, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(1656000)) 16529 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 16530 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 16531 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 16532 glDisable(cap = GL_FRAMEBUFFER_SRGB) 16533 glDisable(cap = GL_SCISSOR_TEST) 16534 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16535 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 16536 glClear(mask = GL_COLOR_BUFFER_BIT) 16537 glDisable(cap = GL_SCISSOR_TEST) 16538 glDisable(cap = GL_CULL_FACE) 16539 glFrontFace(mode = GL_CCW) 16540 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 16541 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16542 glDisable(cap = GL_BLEND) 16543 glDisable(cap = GL_DEPTH_TEST) 16544 glDepthMask(flag = GL_FALSE) 16545 glDepthFunc(func = GL_LESS) 16546 glDisable(cap = GL_STENCIL_TEST) 16547 glDisable(cap = GL_POLYGON_OFFSET_FILL) 16548 glUseProgram(program = 1) 16549 glViewport(x = 0, y = 0, width = 600, height = 690) 16550 glDepthRange(zNear = 0, zFar = 1) 16551 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 16552 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 16553 glEnableVertexAttribArray(index = 0) 16554 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 16555 glEnableVertexAttribArray(index = 1) 16556 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16557 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 16558 glUniform1i(location = 3, v0 = 0) 16559 glActiveTexture(texture = GL_TEXTURE1) 16560 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 16561 glUniform1i(location = 4, v0 = 1) 16562 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 16563 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 16564 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 16565 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 16566 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 16567 glActiveTexture(texture = GL_TEXTURE0) 16568 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16569 glEnable(cap = GL_BLEND) 16570 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 16571 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 16572 glUseProgram(program = 5) 16573 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16574 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 16575 glUniform1i(location = 3, v0 = 1) 16576 glActiveTexture(texture = GL_TEXTURE1) 16577 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 16578 glUniform1i(location = 4, v0 = 1) 16579 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 16580 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 16581 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 16582 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 16583 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 16584 glActiveTexture(texture = GL_TEXTURE0) 16585 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16586 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 16589 glDeleteTextures(n = 1, textures = &2) 16590 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 16591 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 16592 glDisable(cap = GL_FRAMEBUFFER_SRGB) 16593 glDisable(cap = GL_SCISSOR_TEST) 16594 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16595 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 16596 glClear(mask = GL_COLOR_BUFFER_BIT) 16597 glDisable(cap = GL_SCISSOR_TEST) 16598 glDisable(cap = GL_CULL_FACE) 16599 glFrontFace(mode = GL_CCW) 16600 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 16601 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16602 glDisable(cap = GL_BLEND) 16603 glDisable(cap = GL_DEPTH_TEST) 16604 glDepthMask(flag = GL_FALSE) 16605 glDepthFunc(func = GL_LESS) 16606 glDisable(cap = GL_STENCIL_TEST) 16607 glDisable(cap = GL_POLYGON_OFFSET_FILL) 16608 glUseProgram(program = 1) 16609 glViewport(x = 0, y = 0, width = 600, height = 690) 16610 glDepthRange(zNear = 0, zFar = 1) 16611 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 16612 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 16613 glEnableVertexAttribArray(index = 0) 16614 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 16615 glEnableVertexAttribArray(index = 1) 16616 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16617 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 16618 glUniform1i(location = 3, v0 = 0) 16619 glActiveTexture(texture = GL_TEXTURE1) 16620 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 16621 glUniform1i(location = 4, v0 = 1) 16622 glActiveTexture(texture = GL_TEXTURE0) 16623 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16624 glEnable(cap = GL_BLEND) 16625 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 16626 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 16627 glUseProgram(program = 5) 16628 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16629 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 16630 glUniform1i(location = 3, v0 = 1) 16631 glActiveTexture(texture = GL_TEXTURE1) 16632 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 16633 glUniform1i(location = 4, v0 = 1) 16634 glActiveTexture(texture = GL_TEXTURE0) 16635 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16636 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 16638 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 16639 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 16640 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 16641 glDeleteTextures(n = 1, textures = &1) 16642 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 16643 glDeleteFramebuffers(n = 1, framebuffers = &1) 16644 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 16645 glGenFramebuffers(n = 1, framebuffers = &1) 16646 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16647 glGenTextures(n = 1, textures = &1) 16648 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 16649 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 16650 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 16651 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 16652 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 16653 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 659, height = 894, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 16654 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 16655 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 16656 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 16657 glGenRenderbuffers(n = 1, renderbuffers = &1) 16658 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 16659 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 659, height = 894) 16660 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 16661 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 16662 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 16663 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 16664 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16665 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 16667 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 16669 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 16670 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16673 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16674 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 16675 glViewport(x = 0, y = 0, width = 658, height = 894) 16676 glUseProgram(program = 0) 16677 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 16678 glEnable(cap = GL_BLEND) 16679 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 16680 glClear(mask = GL_COLOR_BUFFER_BIT) 16681 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 16684 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16685 glViewport(x = 0, y = 0, width = 658, height = 894) 16686 glUseProgram(program = 0) 16687 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 16688 glEnable(cap = GL_BLEND) 16689 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 16690 glClear(mask = GL_COLOR_BUFFER_BIT) 16691 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 16694 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16695 glFlush() 16697 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 16698 glGenTextures(n = 1, textures = &2) 16699 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 16700 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 659, height = 894, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 16701 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 16702 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 16703 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 16704 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 659) 16705 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 659, height = 894, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(2356584)) 16706 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 16707 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 16708 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 16709 glDisable(cap = GL_FRAMEBUFFER_SRGB) 16710 glDisable(cap = GL_SCISSOR_TEST) 16711 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16712 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 16713 glClear(mask = GL_COLOR_BUFFER_BIT) 16714 glDisable(cap = GL_SCISSOR_TEST) 16715 glDisable(cap = GL_CULL_FACE) 16716 glFrontFace(mode = GL_CCW) 16717 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 16718 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16719 glDisable(cap = GL_BLEND) 16720 glDisable(cap = GL_DEPTH_TEST) 16721 glDepthMask(flag = GL_FALSE) 16722 glDepthFunc(func = GL_LESS) 16723 glDisable(cap = GL_STENCIL_TEST) 16724 glDisable(cap = GL_POLYGON_OFFSET_FILL) 16725 glUseProgram(program = 1) 16726 glViewport(x = 0, y = 0, width = 659, height = 894) 16727 glDepthRange(zNear = 0, zFar = 1) 16728 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 16729 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 16730 glEnableVertexAttribArray(index = 0) 16731 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 16732 glEnableVertexAttribArray(index = 1) 16733 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16734 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 16735 glUniform1i(location = 3, v0 = 0) 16736 glActiveTexture(texture = GL_TEXTURE1) 16737 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 16738 glUniform1i(location = 4, v0 = 1) 16739 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 16740 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 16741 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 16742 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 16743 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 16744 glActiveTexture(texture = GL_TEXTURE0) 16745 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16746 glEnable(cap = GL_BLEND) 16747 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 16748 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 16749 glUseProgram(program = 5) 16750 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16751 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 16752 glUniform1i(location = 3, v0 = 1) 16753 glActiveTexture(texture = GL_TEXTURE1) 16754 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 16755 glUniform1i(location = 4, v0 = 1) 16756 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 16757 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 16758 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 16759 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 16760 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 16761 glActiveTexture(texture = GL_TEXTURE0) 16762 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16763 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 16766 glDeleteTextures(n = 1, textures = &3) 16767 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 16768 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 16769 glDisable(cap = GL_FRAMEBUFFER_SRGB) 16770 glDisable(cap = GL_SCISSOR_TEST) 16771 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16772 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 16773 glClear(mask = GL_COLOR_BUFFER_BIT) 16774 glDisable(cap = GL_SCISSOR_TEST) 16775 glDisable(cap = GL_CULL_FACE) 16776 glFrontFace(mode = GL_CCW) 16777 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 16778 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16779 glDisable(cap = GL_BLEND) 16780 glDisable(cap = GL_DEPTH_TEST) 16781 glDepthMask(flag = GL_FALSE) 16782 glDepthFunc(func = GL_LESS) 16783 glDisable(cap = GL_STENCIL_TEST) 16784 glDisable(cap = GL_POLYGON_OFFSET_FILL) 16785 glUseProgram(program = 1) 16786 glViewport(x = 0, y = 0, width = 659, height = 894) 16787 glDepthRange(zNear = 0, zFar = 1) 16788 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 16789 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 16790 glEnableVertexAttribArray(index = 0) 16791 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 16792 glEnableVertexAttribArray(index = 1) 16793 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16794 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 16795 glUniform1i(location = 3, v0 = 0) 16796 glActiveTexture(texture = GL_TEXTURE1) 16797 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 16798 glUniform1i(location = 4, v0 = 1) 16799 glActiveTexture(texture = GL_TEXTURE0) 16800 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16801 glEnable(cap = GL_BLEND) 16802 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 16803 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 16804 glUseProgram(program = 5) 16805 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16806 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 16807 glUniform1i(location = 3, v0 = 1) 16808 glActiveTexture(texture = GL_TEXTURE1) 16809 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 16810 glUniform1i(location = 4, v0 = 1) 16811 glActiveTexture(texture = GL_TEXTURE0) 16812 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16813 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 16815 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 16816 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 16817 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 16818 glDeleteTextures(n = 1, textures = &1) 16819 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 16820 glDeleteFramebuffers(n = 1, framebuffers = &1) 16821 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 16822 glGenFramebuffers(n = 1, framebuffers = &1) 16823 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16824 glGenTextures(n = 1, textures = &1) 16825 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 16826 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 16827 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 16828 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 16829 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 16830 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 891, height = 999, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 16831 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 16832 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 16833 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 16834 glGenRenderbuffers(n = 1, renderbuffers = &1) 16835 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 16836 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 891, height = 999) 16837 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 16838 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 16839 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 16840 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 16841 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16842 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 16844 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 16846 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 16847 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16850 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16851 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 16852 glViewport(x = 0, y = 0, width = 891, height = 999) 16853 glUseProgram(program = 0) 16854 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 16855 glEnable(cap = GL_BLEND) 16856 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 16857 glClear(mask = GL_COLOR_BUFFER_BIT) 16858 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 16861 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16862 glViewport(x = 0, y = 0, width = 891, height = 999) 16863 glUseProgram(program = 0) 16864 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 16865 glEnable(cap = GL_BLEND) 16866 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 16867 glClear(mask = GL_COLOR_BUFFER_BIT) 16868 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 16871 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 16872 glFlush() 16874 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 16875 glGenTextures(n = 1, textures = &3) 16876 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 16877 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 891, height = 999, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 16878 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 16879 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 16880 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 16881 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 891) 16882 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 891, height = 999, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(3560436)) 16883 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 16884 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 16885 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 16886 glDisable(cap = GL_FRAMEBUFFER_SRGB) 16887 glDisable(cap = GL_SCISSOR_TEST) 16888 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16889 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 16890 glClear(mask = GL_COLOR_BUFFER_BIT) 16891 glDisable(cap = GL_SCISSOR_TEST) 16892 glDisable(cap = GL_CULL_FACE) 16893 glFrontFace(mode = GL_CCW) 16894 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 16895 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16896 glDisable(cap = GL_BLEND) 16897 glDisable(cap = GL_DEPTH_TEST) 16898 glDepthMask(flag = GL_FALSE) 16899 glDepthFunc(func = GL_LESS) 16900 glDisable(cap = GL_STENCIL_TEST) 16901 glDisable(cap = GL_POLYGON_OFFSET_FILL) 16902 glUseProgram(program = 1) 16903 glViewport(x = 0, y = 0, width = 891, height = 999) 16904 glDepthRange(zNear = 0, zFar = 1) 16905 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 16906 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 16907 glEnableVertexAttribArray(index = 0) 16908 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 16909 glEnableVertexAttribArray(index = 1) 16910 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16911 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 16912 glUniform1i(location = 3, v0 = 0) 16913 glActiveTexture(texture = GL_TEXTURE1) 16914 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 16915 glUniform1i(location = 4, v0 = 1) 16916 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 16917 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 16918 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 16919 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 16920 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 16921 glActiveTexture(texture = GL_TEXTURE0) 16922 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16923 glEnable(cap = GL_BLEND) 16924 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 16925 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 16926 glUseProgram(program = 5) 16927 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16928 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 16929 glUniform1i(location = 3, v0 = 1) 16930 glActiveTexture(texture = GL_TEXTURE1) 16931 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 16932 glUniform1i(location = 4, v0 = 1) 16933 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 16934 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 16935 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 16936 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 16937 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 16938 glActiveTexture(texture = GL_TEXTURE0) 16939 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16940 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 16943 glDeleteTextures(n = 1, textures = &2) 16944 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 16945 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 16946 glDisable(cap = GL_FRAMEBUFFER_SRGB) 16947 glDisable(cap = GL_SCISSOR_TEST) 16948 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16949 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 16950 glClear(mask = GL_COLOR_BUFFER_BIT) 16951 glDisable(cap = GL_SCISSOR_TEST) 16952 glDisable(cap = GL_CULL_FACE) 16953 glFrontFace(mode = GL_CCW) 16954 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 16955 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 16956 glDisable(cap = GL_BLEND) 16957 glDisable(cap = GL_DEPTH_TEST) 16958 glDepthMask(flag = GL_FALSE) 16959 glDepthFunc(func = GL_LESS) 16960 glDisable(cap = GL_STENCIL_TEST) 16961 glDisable(cap = GL_POLYGON_OFFSET_FILL) 16962 glUseProgram(program = 1) 16963 glViewport(x = 0, y = 0, width = 891, height = 999) 16964 glDepthRange(zNear = 0, zFar = 1) 16965 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 16966 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 16967 glEnableVertexAttribArray(index = 0) 16968 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 16969 glEnableVertexAttribArray(index = 1) 16970 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16971 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 16972 glUniform1i(location = 3, v0 = 0) 16973 glActiveTexture(texture = GL_TEXTURE1) 16974 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 16975 glUniform1i(location = 4, v0 = 1) 16976 glActiveTexture(texture = GL_TEXTURE0) 16977 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16978 glEnable(cap = GL_BLEND) 16979 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 16980 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 16981 glUseProgram(program = 5) 16982 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 16983 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 16984 glUniform1i(location = 3, v0 = 1) 16985 glActiveTexture(texture = GL_TEXTURE1) 16986 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 16987 glUniform1i(location = 4, v0 = 1) 16988 glActiveTexture(texture = GL_TEXTURE0) 16989 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 16990 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 16992 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 16993 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 16994 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 16995 glDeleteTextures(n = 1, textures = &1) 16996 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 16997 glDeleteFramebuffers(n = 1, framebuffers = &1) 16998 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 16999 glGenFramebuffers(n = 1, framebuffers = &1) 17000 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17001 glGenTextures(n = 1, textures = &1) 17002 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 17003 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 17004 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 17005 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 17006 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 17007 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 1172, height = 1034, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 17008 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 17009 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 17010 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 17011 glGenRenderbuffers(n = 1, renderbuffers = &1) 17012 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 17013 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 1172, height = 1034) 17014 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 17015 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 17016 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 17017 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 17018 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17019 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 17021 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 17023 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 17024 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17027 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17028 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 17029 glViewport(x = 0, y = 0, width = 1171, height = 1033) 17030 glUseProgram(program = 0) 17031 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 17032 glEnable(cap = GL_BLEND) 17033 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 17034 glClear(mask = GL_COLOR_BUFFER_BIT) 17035 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 17038 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17039 glViewport(x = 0, y = 0, width = 1171, height = 1033) 17040 glUseProgram(program = 0) 17041 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 17042 glEnable(cap = GL_BLEND) 17043 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 17044 glClear(mask = GL_COLOR_BUFFER_BIT) 17045 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 17048 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17049 glFlush() 17051 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 17052 glGenTextures(n = 1, textures = &2) 17053 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 17054 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 1172, height = 1034, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 17055 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 17056 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 17057 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 17058 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 1172) 17059 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 1172, height = 1034, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(4847392)) 17060 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 17061 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 17062 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 17063 glDisable(cap = GL_FRAMEBUFFER_SRGB) 17064 glDisable(cap = GL_SCISSOR_TEST) 17065 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17066 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 17067 glClear(mask = GL_COLOR_BUFFER_BIT) 17068 glDisable(cap = GL_SCISSOR_TEST) 17069 glDisable(cap = GL_CULL_FACE) 17070 glFrontFace(mode = GL_CCW) 17071 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 17072 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17073 glDisable(cap = GL_BLEND) 17074 glDisable(cap = GL_DEPTH_TEST) 17075 glDepthMask(flag = GL_FALSE) 17076 glDepthFunc(func = GL_LESS) 17077 glDisable(cap = GL_STENCIL_TEST) 17078 glDisable(cap = GL_POLYGON_OFFSET_FILL) 17079 glUseProgram(program = 1) 17080 glViewport(x = 0, y = 0, width = 1171, height = 1033) 17081 glDepthRange(zNear = 0, zFar = 1) 17082 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 17083 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 17084 glEnableVertexAttribArray(index = 0) 17085 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 17086 glEnableVertexAttribArray(index = 1) 17087 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17088 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 17089 glUniform1i(location = 3, v0 = 0) 17090 glActiveTexture(texture = GL_TEXTURE1) 17091 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 17092 glUniform1i(location = 4, v0 = 1) 17093 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 17094 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 17095 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 17096 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 17097 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 17098 glActiveTexture(texture = GL_TEXTURE0) 17099 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17100 glEnable(cap = GL_BLEND) 17101 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 17102 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 17103 glUseProgram(program = 5) 17104 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17105 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 17106 glUniform1i(location = 3, v0 = 1) 17107 glActiveTexture(texture = GL_TEXTURE1) 17108 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 17109 glUniform1i(location = 4, v0 = 1) 17110 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 17111 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 17112 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 17113 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 17114 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 17115 glActiveTexture(texture = GL_TEXTURE0) 17116 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17117 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 17120 glDeleteTextures(n = 1, textures = &3) 17121 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 17122 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 17123 glDisable(cap = GL_FRAMEBUFFER_SRGB) 17124 glDisable(cap = GL_SCISSOR_TEST) 17125 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17126 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 17127 glClear(mask = GL_COLOR_BUFFER_BIT) 17128 glDisable(cap = GL_SCISSOR_TEST) 17129 glDisable(cap = GL_CULL_FACE) 17130 glFrontFace(mode = GL_CCW) 17131 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 17132 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17133 glDisable(cap = GL_BLEND) 17134 glDisable(cap = GL_DEPTH_TEST) 17135 glDepthMask(flag = GL_FALSE) 17136 glDepthFunc(func = GL_LESS) 17137 glDisable(cap = GL_STENCIL_TEST) 17138 glDisable(cap = GL_POLYGON_OFFSET_FILL) 17139 glUseProgram(program = 1) 17140 glViewport(x = 0, y = 0, width = 1171, height = 1033) 17141 glDepthRange(zNear = 0, zFar = 1) 17142 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 17143 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 17144 glEnableVertexAttribArray(index = 0) 17145 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 17146 glEnableVertexAttribArray(index = 1) 17147 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17148 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 17149 glUniform1i(location = 3, v0 = 0) 17150 glActiveTexture(texture = GL_TEXTURE1) 17151 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 17152 glUniform1i(location = 4, v0 = 1) 17153 glActiveTexture(texture = GL_TEXTURE0) 17154 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17155 glEnable(cap = GL_BLEND) 17156 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 17157 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 17158 glUseProgram(program = 5) 17159 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17160 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 17161 glUniform1i(location = 3, v0 = 1) 17162 glActiveTexture(texture = GL_TEXTURE1) 17163 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 17164 glUniform1i(location = 4, v0 = 1) 17165 glActiveTexture(texture = GL_TEXTURE0) 17166 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17167 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 17169 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 17170 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 17171 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 17172 glDeleteTextures(n = 1, textures = &1) 17173 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 17174 glDeleteFramebuffers(n = 1, framebuffers = &1) 17175 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 17176 glGenFramebuffers(n = 1, framebuffers = &1) 17177 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17178 glGenTextures(n = 1, textures = &1) 17179 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 17180 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 17181 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 17182 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 17183 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 17184 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 1253, height = 1002, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 17185 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 17186 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 17187 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 17188 glGenRenderbuffers(n = 1, renderbuffers = &1) 17189 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 17190 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 1253, height = 1002) 17191 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 17192 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 17193 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 17194 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 17195 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17196 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 17198 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 17200 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 17201 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17204 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17205 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 17206 glViewport(x = 0, y = 0, width = 1252, height = 1002) 17207 glUseProgram(program = 0) 17208 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 17209 glEnable(cap = GL_BLEND) 17210 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 17211 glClear(mask = GL_COLOR_BUFFER_BIT) 17212 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 17215 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17216 glViewport(x = 0, y = 0, width = 1252, height = 1002) 17217 glUseProgram(program = 0) 17218 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 17219 glEnable(cap = GL_BLEND) 17220 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 17221 glClear(mask = GL_COLOR_BUFFER_BIT) 17222 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 17225 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17226 glFlush() 17228 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 17229 glGenTextures(n = 1, textures = &3) 17230 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 17231 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 1253, height = 1002, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 17232 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 17233 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 17234 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 17235 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 1253) 17236 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 1253, height = 1002, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(5022024)) 17237 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 17238 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 17239 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 17240 glDisable(cap = GL_FRAMEBUFFER_SRGB) 17241 glDisable(cap = GL_SCISSOR_TEST) 17242 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17243 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 17244 glClear(mask = GL_COLOR_BUFFER_BIT) 17245 glDisable(cap = GL_SCISSOR_TEST) 17246 glDisable(cap = GL_CULL_FACE) 17247 glFrontFace(mode = GL_CCW) 17248 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 17249 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17250 glDisable(cap = GL_BLEND) 17251 glDisable(cap = GL_DEPTH_TEST) 17252 glDepthMask(flag = GL_FALSE) 17253 glDepthFunc(func = GL_LESS) 17254 glDisable(cap = GL_STENCIL_TEST) 17255 glDisable(cap = GL_POLYGON_OFFSET_FILL) 17256 glUseProgram(program = 1) 17257 glViewport(x = 0, y = 0, width = 1253, height = 1002) 17258 glDepthRange(zNear = 0, zFar = 1) 17259 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 17260 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 17261 glEnableVertexAttribArray(index = 0) 17262 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 17263 glEnableVertexAttribArray(index = 1) 17264 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17265 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 17266 glUniform1i(location = 3, v0 = 0) 17267 glActiveTexture(texture = GL_TEXTURE1) 17268 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 17269 glUniform1i(location = 4, v0 = 1) 17270 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 17271 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 17272 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 17273 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 17274 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 17275 glActiveTexture(texture = GL_TEXTURE0) 17276 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17277 glEnable(cap = GL_BLEND) 17278 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 17279 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 17280 glUseProgram(program = 5) 17281 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17282 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 17283 glUniform1i(location = 3, v0 = 1) 17284 glActiveTexture(texture = GL_TEXTURE1) 17285 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 17286 glUniform1i(location = 4, v0 = 1) 17287 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 17288 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 17289 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 17290 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 17291 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 17292 glActiveTexture(texture = GL_TEXTURE0) 17293 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17294 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 17297 glDeleteTextures(n = 1, textures = &2) 17298 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 17299 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 17300 glDisable(cap = GL_FRAMEBUFFER_SRGB) 17301 glDisable(cap = GL_SCISSOR_TEST) 17302 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17303 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 17304 glClear(mask = GL_COLOR_BUFFER_BIT) 17305 glDisable(cap = GL_SCISSOR_TEST) 17306 glDisable(cap = GL_CULL_FACE) 17307 glFrontFace(mode = GL_CCW) 17308 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 17309 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17310 glDisable(cap = GL_BLEND) 17311 glDisable(cap = GL_DEPTH_TEST) 17312 glDepthMask(flag = GL_FALSE) 17313 glDepthFunc(func = GL_LESS) 17314 glDisable(cap = GL_STENCIL_TEST) 17315 glDisable(cap = GL_POLYGON_OFFSET_FILL) 17316 glUseProgram(program = 1) 17317 glViewport(x = 0, y = 0, width = 1253, height = 1002) 17318 glDepthRange(zNear = 0, zFar = 1) 17319 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 17320 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 17321 glEnableVertexAttribArray(index = 0) 17322 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 17323 glEnableVertexAttribArray(index = 1) 17324 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17325 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 17326 glUniform1i(location = 3, v0 = 0) 17327 glActiveTexture(texture = GL_TEXTURE1) 17328 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 17329 glUniform1i(location = 4, v0 = 1) 17330 glActiveTexture(texture = GL_TEXTURE0) 17331 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17332 glEnable(cap = GL_BLEND) 17333 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 17334 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 17335 glUseProgram(program = 5) 17336 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17337 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 17338 glUniform1i(location = 3, v0 = 1) 17339 glActiveTexture(texture = GL_TEXTURE1) 17340 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 17341 glUniform1i(location = 4, v0 = 1) 17342 glActiveTexture(texture = GL_TEXTURE0) 17343 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17344 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 17346 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 17347 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 17348 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 17349 glDeleteTextures(n = 1, textures = &1) 17350 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 17351 glDeleteFramebuffers(n = 1, framebuffers = &1) 17352 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 17353 glGenFramebuffers(n = 1, framebuffers = &1) 17354 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17355 glGenTextures(n = 1, textures = &1) 17356 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 17357 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 17358 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 17359 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 17360 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 17361 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 1268, height = 956, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 17362 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 17363 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 17364 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 17365 glGenRenderbuffers(n = 1, renderbuffers = &1) 17366 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 17367 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 1268, height = 956) 17368 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 17369 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 17370 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 17371 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 17372 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17373 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 17375 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 17377 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 17378 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17381 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17382 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 17383 glViewport(x = 0, y = 0, width = 1267, height = 955) 17384 glUseProgram(program = 0) 17385 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 17386 glEnable(cap = GL_BLEND) 17387 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 17388 glClear(mask = GL_COLOR_BUFFER_BIT) 17389 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 17392 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17393 glViewport(x = 0, y = 0, width = 1267, height = 955) 17394 glUseProgram(program = 0) 17395 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 17396 glEnable(cap = GL_BLEND) 17397 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 17398 glClear(mask = GL_COLOR_BUFFER_BIT) 17399 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 17402 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17403 glFlush() 17405 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 17406 glGenTextures(n = 1, textures = &2) 17407 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 17408 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 1268, height = 956, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 17409 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 17410 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 17411 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 17412 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 1268) 17413 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 1268, height = 956, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(4848832)) 17414 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 17415 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 17416 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 17417 glDisable(cap = GL_FRAMEBUFFER_SRGB) 17418 glDisable(cap = GL_SCISSOR_TEST) 17419 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17420 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 17421 glClear(mask = GL_COLOR_BUFFER_BIT) 17422 glDisable(cap = GL_SCISSOR_TEST) 17423 glDisable(cap = GL_CULL_FACE) 17424 glFrontFace(mode = GL_CCW) 17425 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 17426 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17427 glDisable(cap = GL_BLEND) 17428 glDisable(cap = GL_DEPTH_TEST) 17429 glDepthMask(flag = GL_FALSE) 17430 glDepthFunc(func = GL_LESS) 17431 glDisable(cap = GL_STENCIL_TEST) 17432 glDisable(cap = GL_POLYGON_OFFSET_FILL) 17433 glUseProgram(program = 1) 17434 glViewport(x = 0, y = 0, width = 1267, height = 956) 17435 glDepthRange(zNear = 0, zFar = 1) 17436 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 17437 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 17438 glEnableVertexAttribArray(index = 0) 17439 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 17440 glEnableVertexAttribArray(index = 1) 17441 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17442 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 17443 glUniform1i(location = 3, v0 = 0) 17444 glActiveTexture(texture = GL_TEXTURE1) 17445 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 17446 glUniform1i(location = 4, v0 = 1) 17447 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 17448 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 17449 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 17450 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 17451 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 17452 glActiveTexture(texture = GL_TEXTURE0) 17453 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17454 glEnable(cap = GL_BLEND) 17455 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 17456 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 17457 glUseProgram(program = 5) 17458 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17459 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 17460 glUniform1i(location = 3, v0 = 1) 17461 glActiveTexture(texture = GL_TEXTURE1) 17462 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 17463 glUniform1i(location = 4, v0 = 1) 17464 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 17465 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 17466 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 17467 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 17468 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 17469 glActiveTexture(texture = GL_TEXTURE0) 17470 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17471 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 17474 glDeleteTextures(n = 1, textures = &3) 17475 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 17476 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 17477 glDisable(cap = GL_FRAMEBUFFER_SRGB) 17478 glDisable(cap = GL_SCISSOR_TEST) 17479 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17480 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 17481 glClear(mask = GL_COLOR_BUFFER_BIT) 17482 glDisable(cap = GL_SCISSOR_TEST) 17483 glDisable(cap = GL_CULL_FACE) 17484 glFrontFace(mode = GL_CCW) 17485 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 17486 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17487 glDisable(cap = GL_BLEND) 17488 glDisable(cap = GL_DEPTH_TEST) 17489 glDepthMask(flag = GL_FALSE) 17490 glDepthFunc(func = GL_LESS) 17491 glDisable(cap = GL_STENCIL_TEST) 17492 glDisable(cap = GL_POLYGON_OFFSET_FILL) 17493 glUseProgram(program = 1) 17494 glViewport(x = 0, y = 0, width = 1267, height = 956) 17495 glDepthRange(zNear = 0, zFar = 1) 17496 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 17497 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 17498 glEnableVertexAttribArray(index = 0) 17499 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 17500 glEnableVertexAttribArray(index = 1) 17501 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17502 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 17503 glUniform1i(location = 3, v0 = 0) 17504 glActiveTexture(texture = GL_TEXTURE1) 17505 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 17506 glUniform1i(location = 4, v0 = 1) 17507 glActiveTexture(texture = GL_TEXTURE0) 17508 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17509 glEnable(cap = GL_BLEND) 17510 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 17511 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 17512 glUseProgram(program = 5) 17513 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17514 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 17515 glUniform1i(location = 3, v0 = 1) 17516 glActiveTexture(texture = GL_TEXTURE1) 17517 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 17518 glUniform1i(location = 4, v0 = 1) 17519 glActiveTexture(texture = GL_TEXTURE0) 17520 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17521 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 17523 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 17524 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 17525 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 17526 glDeleteTextures(n = 1, textures = &1) 17527 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 17528 glDeleteFramebuffers(n = 1, framebuffers = &1) 17529 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 17530 glGenFramebuffers(n = 1, framebuffers = &1) 17531 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17532 glGenTextures(n = 1, textures = &1) 17533 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 17534 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 17535 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 17536 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 17537 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 17538 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 1215, height = 852, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 17539 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 17540 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 17541 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 17542 glGenRenderbuffers(n = 1, renderbuffers = &1) 17543 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 17544 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 1215, height = 852) 17545 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 17546 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 17547 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 17548 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 17549 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17550 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 17552 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 17554 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 17555 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17558 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17559 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 17560 glViewport(x = 0, y = 0, width = 1215, height = 852) 17561 glUseProgram(program = 0) 17562 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 17563 glEnable(cap = GL_BLEND) 17564 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 17565 glClear(mask = GL_COLOR_BUFFER_BIT) 17566 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 17569 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17570 glViewport(x = 0, y = 0, width = 1215, height = 852) 17571 glUseProgram(program = 0) 17572 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 17573 glEnable(cap = GL_BLEND) 17574 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 17575 glClear(mask = GL_COLOR_BUFFER_BIT) 17576 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 17579 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17580 glFlush() 17582 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 17583 glGenTextures(n = 1, textures = &3) 17584 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 17585 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 1215, height = 852, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 17586 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 17587 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 17588 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 17589 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 1215) 17590 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 1215, height = 852, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(4140720)) 17591 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 17592 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 17593 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 17594 glDisable(cap = GL_FRAMEBUFFER_SRGB) 17595 glDisable(cap = GL_SCISSOR_TEST) 17596 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17597 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 17598 glClear(mask = GL_COLOR_BUFFER_BIT) 17599 glDisable(cap = GL_SCISSOR_TEST) 17600 glDisable(cap = GL_CULL_FACE) 17601 glFrontFace(mode = GL_CCW) 17602 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 17603 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17604 glDisable(cap = GL_BLEND) 17605 glDisable(cap = GL_DEPTH_TEST) 17606 glDepthMask(flag = GL_FALSE) 17607 glDepthFunc(func = GL_LESS) 17608 glDisable(cap = GL_STENCIL_TEST) 17609 glDisable(cap = GL_POLYGON_OFFSET_FILL) 17610 glUseProgram(program = 1) 17611 glViewport(x = 0, y = 0, width = 1215, height = 852) 17612 glDepthRange(zNear = 0, zFar = 1) 17613 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 17614 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 17615 glEnableVertexAttribArray(index = 0) 17616 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 17617 glEnableVertexAttribArray(index = 1) 17618 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17619 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 17620 glUniform1i(location = 3, v0 = 0) 17621 glActiveTexture(texture = GL_TEXTURE1) 17622 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 17623 glUniform1i(location = 4, v0 = 1) 17624 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 17625 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 17626 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 17627 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 17628 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 17629 glActiveTexture(texture = GL_TEXTURE0) 17630 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17631 glEnable(cap = GL_BLEND) 17632 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 17633 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 17634 glUseProgram(program = 5) 17635 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17636 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 17637 glUniform1i(location = 3, v0 = 1) 17638 glActiveTexture(texture = GL_TEXTURE1) 17639 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 17640 glUniform1i(location = 4, v0 = 1) 17641 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 17642 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 17643 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 17644 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 17645 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 17646 glActiveTexture(texture = GL_TEXTURE0) 17647 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17648 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 17651 glDeleteTextures(n = 1, textures = &2) 17652 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 17653 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 17654 glDisable(cap = GL_FRAMEBUFFER_SRGB) 17655 glDisable(cap = GL_SCISSOR_TEST) 17656 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17657 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 17658 glClear(mask = GL_COLOR_BUFFER_BIT) 17659 glDisable(cap = GL_SCISSOR_TEST) 17660 glDisable(cap = GL_CULL_FACE) 17661 glFrontFace(mode = GL_CCW) 17662 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 17663 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17664 glDisable(cap = GL_BLEND) 17665 glDisable(cap = GL_DEPTH_TEST) 17666 glDepthMask(flag = GL_FALSE) 17667 glDepthFunc(func = GL_LESS) 17668 glDisable(cap = GL_STENCIL_TEST) 17669 glDisable(cap = GL_POLYGON_OFFSET_FILL) 17670 glUseProgram(program = 1) 17671 glViewport(x = 0, y = 0, width = 1215, height = 852) 17672 glDepthRange(zNear = 0, zFar = 1) 17673 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 17674 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 17675 glEnableVertexAttribArray(index = 0) 17676 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 17677 glEnableVertexAttribArray(index = 1) 17678 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17679 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 17680 glUniform1i(location = 3, v0 = 0) 17681 glActiveTexture(texture = GL_TEXTURE1) 17682 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 17683 glUniform1i(location = 4, v0 = 1) 17684 glActiveTexture(texture = GL_TEXTURE0) 17685 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17686 glEnable(cap = GL_BLEND) 17687 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 17688 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 17689 glUseProgram(program = 5) 17690 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17691 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 17692 glUniform1i(location = 3, v0 = 1) 17693 glActiveTexture(texture = GL_TEXTURE1) 17694 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 17695 glUniform1i(location = 4, v0 = 1) 17696 glActiveTexture(texture = GL_TEXTURE0) 17697 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17698 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 17701 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 17702 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 17703 glDisable(cap = GL_FRAMEBUFFER_SRGB) 17704 glDisable(cap = GL_SCISSOR_TEST) 17705 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17706 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 17707 glClear(mask = GL_COLOR_BUFFER_BIT) 17708 glDisable(cap = GL_SCISSOR_TEST) 17709 glDisable(cap = GL_CULL_FACE) 17710 glFrontFace(mode = GL_CCW) 17711 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 17712 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17713 glDisable(cap = GL_BLEND) 17714 glDisable(cap = GL_DEPTH_TEST) 17715 glDepthMask(flag = GL_FALSE) 17716 glDepthFunc(func = GL_LESS) 17717 glDisable(cap = GL_STENCIL_TEST) 17718 glDisable(cap = GL_POLYGON_OFFSET_FILL) 17719 glUseProgram(program = 1) 17720 glViewport(x = 0, y = 0, width = 1215, height = 852) 17721 glDepthRange(zNear = 0, zFar = 1) 17722 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 17723 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 17724 glEnableVertexAttribArray(index = 0) 17725 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 17726 glEnableVertexAttribArray(index = 1) 17727 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17728 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 17729 glUniform1i(location = 3, v0 = 0) 17730 glActiveTexture(texture = GL_TEXTURE1) 17731 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 17732 glUniform1i(location = 4, v0 = 1) 17733 glActiveTexture(texture = GL_TEXTURE0) 17734 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17735 glEnable(cap = GL_BLEND) 17736 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 17737 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 17738 glUseProgram(program = 5) 17739 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17740 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 17741 glUniform1i(location = 3, v0 = 1) 17742 glActiveTexture(texture = GL_TEXTURE1) 17743 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 17744 glUniform1i(location = 4, v0 = 1) 17745 glActiveTexture(texture = GL_TEXTURE0) 17746 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17747 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 17749 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 17750 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 17751 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 17752 glDeleteTextures(n = 1, textures = &1) 17753 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 17754 glDeleteFramebuffers(n = 1, framebuffers = &1) 17755 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 17756 glGenFramebuffers(n = 1, framebuffers = &1) 17757 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17758 glGenTextures(n = 1, textures = &1) 17759 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 17760 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 17761 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 17762 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 17763 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 17764 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 992, height = 725, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 17765 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 17766 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 17767 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 17768 glGenRenderbuffers(n = 1, renderbuffers = &1) 17769 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 17770 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 992, height = 725) 17771 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 17772 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 17773 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 17774 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 17775 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17776 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 17778 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 17780 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 17781 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17784 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17785 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 17786 glViewport(x = 0, y = 0, width = 991, height = 724) 17787 glUseProgram(program = 0) 17788 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 17789 glEnable(cap = GL_BLEND) 17790 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 17791 glClear(mask = GL_COLOR_BUFFER_BIT) 17792 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 17795 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17796 glViewport(x = 0, y = 0, width = 991, height = 724) 17797 glUseProgram(program = 0) 17798 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 17799 glEnable(cap = GL_BLEND) 17800 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 17801 glClear(mask = GL_COLOR_BUFFER_BIT) 17802 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 17805 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17806 glFlush() 17808 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 17809 glGenTextures(n = 1, textures = &2) 17810 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 17811 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 992, height = 725, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 17812 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 17813 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 17814 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 17815 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 992) 17816 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 992, height = 725, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(2876800)) 17817 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 17818 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 17819 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 17820 glDisable(cap = GL_FRAMEBUFFER_SRGB) 17821 glDisable(cap = GL_SCISSOR_TEST) 17822 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17823 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 17824 glClear(mask = GL_COLOR_BUFFER_BIT) 17825 glDisable(cap = GL_SCISSOR_TEST) 17826 glDisable(cap = GL_CULL_FACE) 17827 glFrontFace(mode = GL_CCW) 17828 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 17829 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17830 glDisable(cap = GL_BLEND) 17831 glDisable(cap = GL_DEPTH_TEST) 17832 glDepthMask(flag = GL_FALSE) 17833 glDepthFunc(func = GL_LESS) 17834 glDisable(cap = GL_STENCIL_TEST) 17835 glDisable(cap = GL_POLYGON_OFFSET_FILL) 17836 glUseProgram(program = 1) 17837 glViewport(x = 0, y = 0, width = 991, height = 725) 17838 glDepthRange(zNear = 0, zFar = 1) 17839 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 17840 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 17841 glEnableVertexAttribArray(index = 0) 17842 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 17843 glEnableVertexAttribArray(index = 1) 17844 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17845 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 17846 glUniform1i(location = 3, v0 = 0) 17847 glActiveTexture(texture = GL_TEXTURE1) 17848 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 17849 glUniform1i(location = 4, v0 = 1) 17850 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 17851 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 17852 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 17853 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 17854 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 17855 glActiveTexture(texture = GL_TEXTURE0) 17856 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17857 glEnable(cap = GL_BLEND) 17858 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 17859 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 17860 glUseProgram(program = 5) 17861 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17862 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 17863 glUniform1i(location = 3, v0 = 1) 17864 glActiveTexture(texture = GL_TEXTURE1) 17865 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 17866 glUniform1i(location = 4, v0 = 1) 17867 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 17868 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 17869 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 17870 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 17871 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 17872 glActiveTexture(texture = GL_TEXTURE0) 17873 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17874 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 17877 glDeleteTextures(n = 1, textures = &3) 17878 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 17879 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 17880 glDisable(cap = GL_FRAMEBUFFER_SRGB) 17881 glDisable(cap = GL_SCISSOR_TEST) 17882 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17883 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 17884 glClear(mask = GL_COLOR_BUFFER_BIT) 17885 glDisable(cap = GL_SCISSOR_TEST) 17886 glDisable(cap = GL_CULL_FACE) 17887 glFrontFace(mode = GL_CCW) 17888 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 17889 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17890 glDisable(cap = GL_BLEND) 17891 glDisable(cap = GL_DEPTH_TEST) 17892 glDepthMask(flag = GL_FALSE) 17893 glDepthFunc(func = GL_LESS) 17894 glDisable(cap = GL_STENCIL_TEST) 17895 glDisable(cap = GL_POLYGON_OFFSET_FILL) 17896 glUseProgram(program = 1) 17897 glViewport(x = 0, y = 0, width = 991, height = 725) 17898 glDepthRange(zNear = 0, zFar = 1) 17899 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 17900 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 17901 glEnableVertexAttribArray(index = 0) 17902 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 17903 glEnableVertexAttribArray(index = 1) 17904 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17905 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 17906 glUniform1i(location = 3, v0 = 0) 17907 glActiveTexture(texture = GL_TEXTURE1) 17908 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 17909 glUniform1i(location = 4, v0 = 1) 17910 glActiveTexture(texture = GL_TEXTURE0) 17911 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17912 glEnable(cap = GL_BLEND) 17913 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 17914 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 17915 glUseProgram(program = 5) 17916 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17917 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 17918 glUniform1i(location = 3, v0 = 1) 17919 glActiveTexture(texture = GL_TEXTURE1) 17920 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 17921 glUniform1i(location = 4, v0 = 1) 17922 glActiveTexture(texture = GL_TEXTURE0) 17923 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17924 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 17927 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 17928 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 17929 glDisable(cap = GL_FRAMEBUFFER_SRGB) 17930 glDisable(cap = GL_SCISSOR_TEST) 17931 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17932 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 17933 glClear(mask = GL_COLOR_BUFFER_BIT) 17934 glDisable(cap = GL_SCISSOR_TEST) 17935 glDisable(cap = GL_CULL_FACE) 17936 glFrontFace(mode = GL_CCW) 17937 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 17938 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 17939 glDisable(cap = GL_BLEND) 17940 glDisable(cap = GL_DEPTH_TEST) 17941 glDepthMask(flag = GL_FALSE) 17942 glDepthFunc(func = GL_LESS) 17943 glDisable(cap = GL_STENCIL_TEST) 17944 glDisable(cap = GL_POLYGON_OFFSET_FILL) 17945 glUseProgram(program = 1) 17946 glViewport(x = 0, y = 0, width = 991, height = 725) 17947 glDepthRange(zNear = 0, zFar = 1) 17948 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 17949 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 17950 glEnableVertexAttribArray(index = 0) 17951 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 17952 glEnableVertexAttribArray(index = 1) 17953 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17954 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 17955 glUniform1i(location = 3, v0 = 0) 17956 glActiveTexture(texture = GL_TEXTURE1) 17957 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 17958 glUniform1i(location = 4, v0 = 1) 17959 glActiveTexture(texture = GL_TEXTURE0) 17960 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17961 glEnable(cap = GL_BLEND) 17962 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 17963 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 17964 glUseProgram(program = 5) 17965 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 17966 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 17967 glUniform1i(location = 3, v0 = 1) 17968 glActiveTexture(texture = GL_TEXTURE1) 17969 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 17970 glUniform1i(location = 4, v0 = 1) 17971 glActiveTexture(texture = GL_TEXTURE0) 17972 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 17973 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 17975 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 17976 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 17977 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 17978 glDeleteTextures(n = 1, textures = &1) 17979 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 17980 glDeleteFramebuffers(n = 1, framebuffers = &1) 17981 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 17982 glGenFramebuffers(n = 1, framebuffers = &1) 17983 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 17984 glGenTextures(n = 1, textures = &1) 17985 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 17986 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 17987 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 17988 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 17989 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 17990 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 845, height = 767, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 17991 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 17992 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 17993 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 17994 glGenRenderbuffers(n = 1, renderbuffers = &1) 17995 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 17996 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 845, height = 767) 17997 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 17998 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 17999 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 18000 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 18001 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18002 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 18004 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 18006 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 18007 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18010 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18011 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 18012 glViewport(x = 0, y = 0, width = 844, height = 766) 18013 glUseProgram(program = 0) 18014 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 18015 glEnable(cap = GL_BLEND) 18016 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 18017 glClear(mask = GL_COLOR_BUFFER_BIT) 18018 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 18021 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18022 glViewport(x = 0, y = 0, width = 844, height = 766) 18023 glUseProgram(program = 0) 18024 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 18025 glEnable(cap = GL_BLEND) 18026 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 18027 glClear(mask = GL_COLOR_BUFFER_BIT) 18028 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 18031 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18032 glFlush() 18034 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 18035 glGenTextures(n = 1, textures = &3) 18036 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 18037 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 845, height = 767, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 18038 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 18039 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 18040 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 18041 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 845) 18042 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 845, height = 767, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(2592460)) 18043 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 18044 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 18045 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 18046 glDisable(cap = GL_FRAMEBUFFER_SRGB) 18047 glDisable(cap = GL_SCISSOR_TEST) 18048 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18049 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 18050 glClear(mask = GL_COLOR_BUFFER_BIT) 18051 glDisable(cap = GL_SCISSOR_TEST) 18052 glDisable(cap = GL_CULL_FACE) 18053 glFrontFace(mode = GL_CCW) 18054 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 18055 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18056 glDisable(cap = GL_BLEND) 18057 glDisable(cap = GL_DEPTH_TEST) 18058 glDepthMask(flag = GL_FALSE) 18059 glDepthFunc(func = GL_LESS) 18060 glDisable(cap = GL_STENCIL_TEST) 18061 glDisable(cap = GL_POLYGON_OFFSET_FILL) 18062 glUseProgram(program = 1) 18063 glViewport(x = 0, y = 0, width = 844, height = 766) 18064 glDepthRange(zNear = 0, zFar = 1) 18065 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 18066 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 18067 glEnableVertexAttribArray(index = 0) 18068 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 18069 glEnableVertexAttribArray(index = 1) 18070 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 18071 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 18072 glUniform1i(location = 3, v0 = 0) 18073 glActiveTexture(texture = GL_TEXTURE1) 18074 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 18075 glUniform1i(location = 4, v0 = 1) 18076 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 18077 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 18078 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 18079 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 18080 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 18081 glActiveTexture(texture = GL_TEXTURE0) 18082 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 18083 glEnable(cap = GL_BLEND) 18084 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 18085 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 18086 glUseProgram(program = 5) 18087 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 18088 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 18089 glUniform1i(location = 3, v0 = 1) 18090 glActiveTexture(texture = GL_TEXTURE1) 18091 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 18092 glUniform1i(location = 4, v0 = 1) 18093 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 18094 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 18095 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 18096 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 18097 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 18098 glActiveTexture(texture = GL_TEXTURE0) 18099 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 18100 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 18103 glDeleteTextures(n = 1, textures = &2) 18104 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 18105 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 18106 glDisable(cap = GL_FRAMEBUFFER_SRGB) 18107 glDisable(cap = GL_SCISSOR_TEST) 18108 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18109 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 18110 glClear(mask = GL_COLOR_BUFFER_BIT) 18111 glDisable(cap = GL_SCISSOR_TEST) 18112 glDisable(cap = GL_CULL_FACE) 18113 glFrontFace(mode = GL_CCW) 18114 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 18115 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18116 glDisable(cap = GL_BLEND) 18117 glDisable(cap = GL_DEPTH_TEST) 18118 glDepthMask(flag = GL_FALSE) 18119 glDepthFunc(func = GL_LESS) 18120 glDisable(cap = GL_STENCIL_TEST) 18121 glDisable(cap = GL_POLYGON_OFFSET_FILL) 18122 glUseProgram(program = 1) 18123 glViewport(x = 0, y = 0, width = 844, height = 766) 18124 glDepthRange(zNear = 0, zFar = 1) 18125 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 18126 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 18127 glEnableVertexAttribArray(index = 0) 18128 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 18129 glEnableVertexAttribArray(index = 1) 18130 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 18131 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 18132 glUniform1i(location = 3, v0 = 0) 18133 glActiveTexture(texture = GL_TEXTURE1) 18134 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 18135 glUniform1i(location = 4, v0 = 1) 18136 glActiveTexture(texture = GL_TEXTURE0) 18137 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 18138 glEnable(cap = GL_BLEND) 18139 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 18140 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 18141 glUseProgram(program = 5) 18142 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 18143 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 18144 glUniform1i(location = 3, v0 = 1) 18145 glActiveTexture(texture = GL_TEXTURE1) 18146 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 18147 glUniform1i(location = 4, v0 = 1) 18148 glActiveTexture(texture = GL_TEXTURE0) 18149 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 18150 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 18152 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 18153 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 18154 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 18155 glDeleteTextures(n = 1, textures = &1) 18156 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 18157 glDeleteFramebuffers(n = 1, framebuffers = &1) 18158 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 18159 glGenFramebuffers(n = 1, framebuffers = &1) 18160 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18161 glGenTextures(n = 1, textures = &1) 18162 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 18163 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 18164 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 18165 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 18166 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 18167 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 831, height = 840, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 18168 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 18169 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 18170 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 18171 glGenRenderbuffers(n = 1, renderbuffers = &1) 18172 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 18173 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 831, height = 840) 18174 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 18175 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 18176 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 18177 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 18178 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18179 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 18181 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 18183 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 18184 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18187 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18188 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 18189 glViewport(x = 0, y = 0, width = 831, height = 840) 18190 glUseProgram(program = 0) 18191 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 18192 glEnable(cap = GL_BLEND) 18193 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 18194 glClear(mask = GL_COLOR_BUFFER_BIT) 18195 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 18198 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18199 glViewport(x = 0, y = 0, width = 831, height = 840) 18200 glUseProgram(program = 0) 18201 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 18202 glEnable(cap = GL_BLEND) 18203 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 18204 glClear(mask = GL_COLOR_BUFFER_BIT) 18205 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 18208 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18209 glFlush() 18211 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 18212 glGenTextures(n = 1, textures = &2) 18213 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 18214 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 831, height = 840, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 18215 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 18216 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 18217 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 18218 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 831) 18219 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 831, height = 840, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(2792160)) 18220 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 18221 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 18222 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 18223 glDisable(cap = GL_FRAMEBUFFER_SRGB) 18224 glDisable(cap = GL_SCISSOR_TEST) 18225 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18226 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 18227 glClear(mask = GL_COLOR_BUFFER_BIT) 18228 glDisable(cap = GL_SCISSOR_TEST) 18229 glDisable(cap = GL_CULL_FACE) 18230 glFrontFace(mode = GL_CCW) 18231 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 18232 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18233 glDisable(cap = GL_BLEND) 18234 glDisable(cap = GL_DEPTH_TEST) 18235 glDepthMask(flag = GL_FALSE) 18236 glDepthFunc(func = GL_LESS) 18237 glDisable(cap = GL_STENCIL_TEST) 18238 glDisable(cap = GL_POLYGON_OFFSET_FILL) 18239 glUseProgram(program = 1) 18240 glViewport(x = 0, y = 0, width = 831, height = 840) 18241 glDepthRange(zNear = 0, zFar = 1) 18242 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 18243 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 18244 glEnableVertexAttribArray(index = 0) 18245 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 18246 glEnableVertexAttribArray(index = 1) 18247 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 18248 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 18249 glUniform1i(location = 3, v0 = 0) 18250 glActiveTexture(texture = GL_TEXTURE1) 18251 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 18252 glUniform1i(location = 4, v0 = 1) 18253 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 18254 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 18255 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 18256 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 18257 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 18258 glActiveTexture(texture = GL_TEXTURE0) 18259 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 18260 glEnable(cap = GL_BLEND) 18261 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 18262 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 18263 glUseProgram(program = 5) 18264 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 18265 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 18266 glUniform1i(location = 3, v0 = 1) 18267 glActiveTexture(texture = GL_TEXTURE1) 18268 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 18269 glUniform1i(location = 4, v0 = 1) 18270 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 18271 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 18272 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 18273 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 18274 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 18275 glActiveTexture(texture = GL_TEXTURE0) 18276 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 18277 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 18280 glDeleteTextures(n = 1, textures = &3) 18281 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 18282 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 18283 glDisable(cap = GL_FRAMEBUFFER_SRGB) 18284 glDisable(cap = GL_SCISSOR_TEST) 18285 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18286 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 18287 glClear(mask = GL_COLOR_BUFFER_BIT) 18288 glDisable(cap = GL_SCISSOR_TEST) 18289 glDisable(cap = GL_CULL_FACE) 18290 glFrontFace(mode = GL_CCW) 18291 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 18292 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18293 glDisable(cap = GL_BLEND) 18294 glDisable(cap = GL_DEPTH_TEST) 18295 glDepthMask(flag = GL_FALSE) 18296 glDepthFunc(func = GL_LESS) 18297 glDisable(cap = GL_STENCIL_TEST) 18298 glDisable(cap = GL_POLYGON_OFFSET_FILL) 18299 glUseProgram(program = 1) 18300 glViewport(x = 0, y = 0, width = 831, height = 840) 18301 glDepthRange(zNear = 0, zFar = 1) 18302 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 18303 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 18304 glEnableVertexAttribArray(index = 0) 18305 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 18306 glEnableVertexAttribArray(index = 1) 18307 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 18308 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 18309 glUniform1i(location = 3, v0 = 0) 18310 glActiveTexture(texture = GL_TEXTURE1) 18311 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 18312 glUniform1i(location = 4, v0 = 1) 18313 glActiveTexture(texture = GL_TEXTURE0) 18314 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 18315 glEnable(cap = GL_BLEND) 18316 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 18317 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 18318 glUseProgram(program = 5) 18319 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 18320 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 18321 glUniform1i(location = 3, v0 = 1) 18322 glActiveTexture(texture = GL_TEXTURE1) 18323 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 18324 glUniform1i(location = 4, v0 = 1) 18325 glActiveTexture(texture = GL_TEXTURE0) 18326 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 18327 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 18329 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 18330 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 18331 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 18332 glDeleteTextures(n = 1, textures = &1) 18333 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 18334 glDeleteFramebuffers(n = 1, framebuffers = &1) 18335 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 18336 glGenFramebuffers(n = 1, framebuffers = &1) 18337 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18338 glGenTextures(n = 1, textures = &1) 18339 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 18340 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 18341 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 18342 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 18343 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 18344 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 915, height = 957, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 18345 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 18346 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 18347 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 18348 glGenRenderbuffers(n = 1, renderbuffers = &1) 18349 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 18350 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 915, height = 957) 18351 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 18352 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 18353 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 18354 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 18355 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18356 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 18358 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 18360 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 18361 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18364 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18365 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 18366 glViewport(x = 0, y = 0, width = 915, height = 957) 18367 glUseProgram(program = 0) 18368 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 18369 glEnable(cap = GL_BLEND) 18370 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 18371 glClear(mask = GL_COLOR_BUFFER_BIT) 18372 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 18375 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18376 glViewport(x = 0, y = 0, width = 915, height = 957) 18377 glUseProgram(program = 0) 18378 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 18379 glEnable(cap = GL_BLEND) 18380 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 18381 glClear(mask = GL_COLOR_BUFFER_BIT) 18382 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 18385 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18386 glFlush() 18388 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 18389 glGenTextures(n = 1, textures = &3) 18390 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 18391 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 915, height = 957, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 18392 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 18393 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 18394 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 18395 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 915) 18396 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 915, height = 957, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(3502620)) 18397 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 18398 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 18399 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 18400 glDisable(cap = GL_FRAMEBUFFER_SRGB) 18401 glDisable(cap = GL_SCISSOR_TEST) 18402 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18403 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 18404 glClear(mask = GL_COLOR_BUFFER_BIT) 18405 glDisable(cap = GL_SCISSOR_TEST) 18406 glDisable(cap = GL_CULL_FACE) 18407 glFrontFace(mode = GL_CCW) 18408 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 18409 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18410 glDisable(cap = GL_BLEND) 18411 glDisable(cap = GL_DEPTH_TEST) 18412 glDepthMask(flag = GL_FALSE) 18413 glDepthFunc(func = GL_LESS) 18414 glDisable(cap = GL_STENCIL_TEST) 18415 glDisable(cap = GL_POLYGON_OFFSET_FILL) 18416 glUseProgram(program = 1) 18417 glViewport(x = 0, y = 0, width = 915, height = 957) 18418 glDepthRange(zNear = 0, zFar = 1) 18419 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 18420 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 18421 glEnableVertexAttribArray(index = 0) 18422 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 18423 glEnableVertexAttribArray(index = 1) 18424 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 18425 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 18426 glUniform1i(location = 3, v0 = 0) 18427 glActiveTexture(texture = GL_TEXTURE1) 18428 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 18429 glUniform1i(location = 4, v0 = 1) 18430 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 18431 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 18432 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 18433 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 18434 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 18435 glActiveTexture(texture = GL_TEXTURE0) 18436 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 18437 glEnable(cap = GL_BLEND) 18438 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 18439 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 18440 glUseProgram(program = 5) 18441 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 18442 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 18443 glUniform1i(location = 3, v0 = 1) 18444 glActiveTexture(texture = GL_TEXTURE1) 18445 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 18446 glUniform1i(location = 4, v0 = 1) 18447 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 18448 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 18449 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 18450 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 18451 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 18452 glActiveTexture(texture = GL_TEXTURE0) 18453 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 18454 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 18457 glDeleteTextures(n = 1, textures = &2) 18458 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 18459 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 18460 glDisable(cap = GL_FRAMEBUFFER_SRGB) 18461 glDisable(cap = GL_SCISSOR_TEST) 18462 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18463 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 18464 glClear(mask = GL_COLOR_BUFFER_BIT) 18465 glDisable(cap = GL_SCISSOR_TEST) 18466 glDisable(cap = GL_CULL_FACE) 18467 glFrontFace(mode = GL_CCW) 18468 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 18469 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18470 glDisable(cap = GL_BLEND) 18471 glDisable(cap = GL_DEPTH_TEST) 18472 glDepthMask(flag = GL_FALSE) 18473 glDepthFunc(func = GL_LESS) 18474 glDisable(cap = GL_STENCIL_TEST) 18475 glDisable(cap = GL_POLYGON_OFFSET_FILL) 18476 glUseProgram(program = 1) 18477 glViewport(x = 0, y = 0, width = 915, height = 957) 18478 glDepthRange(zNear = 0, zFar = 1) 18479 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 18480 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 18481 glEnableVertexAttribArray(index = 0) 18482 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 18483 glEnableVertexAttribArray(index = 1) 18484 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 18485 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 18486 glUniform1i(location = 3, v0 = 0) 18487 glActiveTexture(texture = GL_TEXTURE1) 18488 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 18489 glUniform1i(location = 4, v0 = 1) 18490 glActiveTexture(texture = GL_TEXTURE0) 18491 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 18492 glEnable(cap = GL_BLEND) 18493 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 18494 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 18495 glUseProgram(program = 5) 18496 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 18497 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 18498 glUniform1i(location = 3, v0 = 1) 18499 glActiveTexture(texture = GL_TEXTURE1) 18500 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 18501 glUniform1i(location = 4, v0 = 1) 18502 glActiveTexture(texture = GL_TEXTURE0) 18503 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 18504 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 18506 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 18507 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 18508 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 18509 glDeleteTextures(n = 1, textures = &1) 18510 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 18511 glDeleteFramebuffers(n = 1, framebuffers = &1) 18512 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 18513 glGenFramebuffers(n = 1, framebuffers = &1) 18514 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18515 glGenTextures(n = 1, textures = &1) 18516 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 18517 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 18518 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 18519 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 18520 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 18521 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 1136, height = 1083, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 18522 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 18523 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 18524 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 18525 glGenRenderbuffers(n = 1, renderbuffers = &1) 18526 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 18527 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 1136, height = 1083) 18528 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 18529 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 18530 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 18531 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 18532 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18533 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 18535 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 18537 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 18538 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18541 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18542 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 18543 glViewport(x = 0, y = 0, width = 1135, height = 1083) 18544 glUseProgram(program = 0) 18545 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 18546 glEnable(cap = GL_BLEND) 18547 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 18548 glClear(mask = GL_COLOR_BUFFER_BIT) 18549 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 18552 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18553 glViewport(x = 0, y = 0, width = 1135, height = 1083) 18554 glUseProgram(program = 0) 18555 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 18556 glEnable(cap = GL_BLEND) 18557 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 18558 glClear(mask = GL_COLOR_BUFFER_BIT) 18559 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 18562 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18563 glFlush() 18565 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 18566 glGenTextures(n = 1, textures = &2) 18567 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 18568 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 1136, height = 1083, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 18569 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 18570 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 18571 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 18572 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 1136) 18573 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 1136, height = 1083, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(4921152)) 18574 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 18575 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 18576 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 18577 glDisable(cap = GL_FRAMEBUFFER_SRGB) 18578 glDisable(cap = GL_SCISSOR_TEST) 18579 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18580 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 18581 glClear(mask = GL_COLOR_BUFFER_BIT) 18582 glDisable(cap = GL_SCISSOR_TEST) 18583 glDisable(cap = GL_CULL_FACE) 18584 glFrontFace(mode = GL_CCW) 18585 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 18586 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18587 glDisable(cap = GL_BLEND) 18588 glDisable(cap = GL_DEPTH_TEST) 18589 glDepthMask(flag = GL_FALSE) 18590 glDepthFunc(func = GL_LESS) 18591 glDisable(cap = GL_STENCIL_TEST) 18592 glDisable(cap = GL_POLYGON_OFFSET_FILL) 18593 glUseProgram(program = 1) 18594 glViewport(x = 0, y = 0, width = 1135, height = 1083) 18595 glDepthRange(zNear = 0, zFar = 1) 18596 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 18597 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 18598 glEnableVertexAttribArray(index = 0) 18599 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 18600 glEnableVertexAttribArray(index = 1) 18601 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 18602 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 18603 glUniform1i(location = 3, v0 = 0) 18604 glActiveTexture(texture = GL_TEXTURE1) 18605 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 18606 glUniform1i(location = 4, v0 = 1) 18607 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 18608 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 18609 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 18610 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 18611 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 18612 glActiveTexture(texture = GL_TEXTURE0) 18613 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 18614 glEnable(cap = GL_BLEND) 18615 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 18616 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 18617 glUseProgram(program = 5) 18618 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 18619 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 18620 glUniform1i(location = 3, v0 = 1) 18621 glActiveTexture(texture = GL_TEXTURE1) 18622 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 18623 glUniform1i(location = 4, v0 = 1) 18624 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 18625 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 18626 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 18627 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 18628 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 18629 glActiveTexture(texture = GL_TEXTURE0) 18630 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 18631 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 18634 glDeleteTextures(n = 1, textures = &3) 18635 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 18636 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 18637 glDisable(cap = GL_FRAMEBUFFER_SRGB) 18638 glDisable(cap = GL_SCISSOR_TEST) 18639 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18640 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 18641 glClear(mask = GL_COLOR_BUFFER_BIT) 18642 glDisable(cap = GL_SCISSOR_TEST) 18643 glDisable(cap = GL_CULL_FACE) 18644 glFrontFace(mode = GL_CCW) 18645 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 18646 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18647 glDisable(cap = GL_BLEND) 18648 glDisable(cap = GL_DEPTH_TEST) 18649 glDepthMask(flag = GL_FALSE) 18650 glDepthFunc(func = GL_LESS) 18651 glDisable(cap = GL_STENCIL_TEST) 18652 glDisable(cap = GL_POLYGON_OFFSET_FILL) 18653 glUseProgram(program = 1) 18654 glViewport(x = 0, y = 0, width = 1135, height = 1083) 18655 glDepthRange(zNear = 0, zFar = 1) 18656 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 18657 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 18658 glEnableVertexAttribArray(index = 0) 18659 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 18660 glEnableVertexAttribArray(index = 1) 18661 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 18662 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 18663 glUniform1i(location = 3, v0 = 0) 18664 glActiveTexture(texture = GL_TEXTURE1) 18665 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 18666 glUniform1i(location = 4, v0 = 1) 18667 glActiveTexture(texture = GL_TEXTURE0) 18668 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 18669 glEnable(cap = GL_BLEND) 18670 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 18671 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 18672 glUseProgram(program = 5) 18673 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 18674 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 18675 glUniform1i(location = 3, v0 = 1) 18676 glActiveTexture(texture = GL_TEXTURE1) 18677 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 18678 glUniform1i(location = 4, v0 = 1) 18679 glActiveTexture(texture = GL_TEXTURE0) 18680 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 18681 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 18683 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 18684 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 18685 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 18686 glDeleteTextures(n = 1, textures = &1) 18687 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 18688 glDeleteFramebuffers(n = 1, framebuffers = &1) 18689 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 18690 glGenFramebuffers(n = 1, framebuffers = &1) 18691 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18692 glGenTextures(n = 1, textures = &1) 18693 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 18694 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 18695 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 18696 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 18697 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 18698 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 1370, height = 1145, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 18699 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 18700 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 18701 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 18702 glGenRenderbuffers(n = 1, renderbuffers = &1) 18703 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 18704 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 1370, height = 1145) 18705 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 18706 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 18707 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 18708 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 18709 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18710 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 18712 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 18714 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 18715 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18718 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18719 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 18720 glViewport(x = 0, y = 0, width = 1369, height = 1144) 18721 glUseProgram(program = 0) 18722 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 18723 glEnable(cap = GL_BLEND) 18724 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 18725 glClear(mask = GL_COLOR_BUFFER_BIT) 18726 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 18729 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18730 glViewport(x = 0, y = 0, width = 1369, height = 1144) 18731 glUseProgram(program = 0) 18732 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 18733 glEnable(cap = GL_BLEND) 18734 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 18735 glClear(mask = GL_COLOR_BUFFER_BIT) 18736 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 18739 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18740 glFlush() 18742 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 18743 glGenTextures(n = 1, textures = &3) 18744 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 18745 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 1370, height = 1145, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 18746 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 18747 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 18748 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 18749 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 1370) 18750 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 1370, height = 1145, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(6274600)) 18751 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 18752 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 18753 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 18754 glDisable(cap = GL_FRAMEBUFFER_SRGB) 18755 glDisable(cap = GL_SCISSOR_TEST) 18756 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18757 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 18758 glClear(mask = GL_COLOR_BUFFER_BIT) 18759 glDisable(cap = GL_SCISSOR_TEST) 18760 glDisable(cap = GL_CULL_FACE) 18761 glFrontFace(mode = GL_CCW) 18762 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 18763 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18764 glDisable(cap = GL_BLEND) 18765 glDisable(cap = GL_DEPTH_TEST) 18766 glDepthMask(flag = GL_FALSE) 18767 glDepthFunc(func = GL_LESS) 18768 glDisable(cap = GL_STENCIL_TEST) 18769 glDisable(cap = GL_POLYGON_OFFSET_FILL) 18770 glUseProgram(program = 1) 18771 glViewport(x = 0, y = 0, width = 1369, height = 1144) 18772 glDepthRange(zNear = 0, zFar = 1) 18773 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 18774 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 18775 glEnableVertexAttribArray(index = 0) 18776 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 18777 glEnableVertexAttribArray(index = 1) 18778 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 18779 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 18780 glUniform1i(location = 3, v0 = 0) 18781 glActiveTexture(texture = GL_TEXTURE1) 18782 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 18783 glUniform1i(location = 4, v0 = 1) 18784 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 18785 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 18786 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 18787 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 18788 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 18789 glActiveTexture(texture = GL_TEXTURE0) 18790 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 18791 glEnable(cap = GL_BLEND) 18792 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 18793 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 18794 glUseProgram(program = 5) 18795 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 18796 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 18797 glUniform1i(location = 3, v0 = 1) 18798 glActiveTexture(texture = GL_TEXTURE1) 18799 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 18800 glUniform1i(location = 4, v0 = 1) 18801 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 18802 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 18803 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 18804 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 18805 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 18806 glActiveTexture(texture = GL_TEXTURE0) 18807 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 18808 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 18811 glDeleteTextures(n = 1, textures = &2) 18812 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 18813 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 18814 glDisable(cap = GL_FRAMEBUFFER_SRGB) 18815 glDisable(cap = GL_SCISSOR_TEST) 18816 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18817 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 18818 glClear(mask = GL_COLOR_BUFFER_BIT) 18819 glDisable(cap = GL_SCISSOR_TEST) 18820 glDisable(cap = GL_CULL_FACE) 18821 glFrontFace(mode = GL_CCW) 18822 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 18823 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18824 glDisable(cap = GL_BLEND) 18825 glDisable(cap = GL_DEPTH_TEST) 18826 glDepthMask(flag = GL_FALSE) 18827 glDepthFunc(func = GL_LESS) 18828 glDisable(cap = GL_STENCIL_TEST) 18829 glDisable(cap = GL_POLYGON_OFFSET_FILL) 18830 glUseProgram(program = 1) 18831 glViewport(x = 0, y = 0, width = 1369, height = 1144) 18832 glDepthRange(zNear = 0, zFar = 1) 18833 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 18834 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 18835 glEnableVertexAttribArray(index = 0) 18836 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 18837 glEnableVertexAttribArray(index = 1) 18838 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 18839 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 18840 glUniform1i(location = 3, v0 = 0) 18841 glActiveTexture(texture = GL_TEXTURE1) 18842 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 18843 glUniform1i(location = 4, v0 = 1) 18844 glActiveTexture(texture = GL_TEXTURE0) 18845 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 18846 glEnable(cap = GL_BLEND) 18847 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 18848 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 18849 glUseProgram(program = 5) 18850 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 18851 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 18852 glUniform1i(location = 3, v0 = 1) 18853 glActiveTexture(texture = GL_TEXTURE1) 18854 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 18855 glUniform1i(location = 4, v0 = 1) 18856 glActiveTexture(texture = GL_TEXTURE0) 18857 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 18858 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 18860 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 18861 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 18862 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 18863 glDeleteTextures(n = 1, textures = &1) 18864 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 18865 glDeleteFramebuffers(n = 1, framebuffers = &1) 18866 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 18867 glGenFramebuffers(n = 1, framebuffers = &1) 18868 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18869 glGenTextures(n = 1, textures = &1) 18870 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 18871 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 18872 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 18873 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 18874 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 18875 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 1475, height = 1152, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 18876 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 18877 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 18878 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 18879 glGenRenderbuffers(n = 1, renderbuffers = &1) 18880 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 18881 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 1475, height = 1152) 18882 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 18883 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 18884 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 18885 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 18886 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18887 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 18889 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 18891 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 18892 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18895 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18896 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 18897 glViewport(x = 0, y = 0, width = 1474, height = 1152) 18898 glUseProgram(program = 0) 18899 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 18900 glEnable(cap = GL_BLEND) 18901 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 18902 glClear(mask = GL_COLOR_BUFFER_BIT) 18903 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 18906 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18907 glViewport(x = 0, y = 0, width = 1474, height = 1152) 18908 glUseProgram(program = 0) 18909 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 18910 glEnable(cap = GL_BLEND) 18911 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 18912 glClear(mask = GL_COLOR_BUFFER_BIT) 18913 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 18916 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 18917 glFlush() 18919 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 18920 glGenTextures(n = 1, textures = &2) 18921 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 18922 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 1475, height = 1152, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 18923 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 18924 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 18925 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 18926 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 1475) 18927 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 1475, height = 1152, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(6796800)) 18928 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 18929 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 18930 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 18931 glDisable(cap = GL_FRAMEBUFFER_SRGB) 18932 glDisable(cap = GL_SCISSOR_TEST) 18933 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18934 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 18935 glClear(mask = GL_COLOR_BUFFER_BIT) 18936 glDisable(cap = GL_SCISSOR_TEST) 18937 glDisable(cap = GL_CULL_FACE) 18938 glFrontFace(mode = GL_CCW) 18939 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 18940 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18941 glDisable(cap = GL_BLEND) 18942 glDisable(cap = GL_DEPTH_TEST) 18943 glDepthMask(flag = GL_FALSE) 18944 glDepthFunc(func = GL_LESS) 18945 glDisable(cap = GL_STENCIL_TEST) 18946 glDisable(cap = GL_POLYGON_OFFSET_FILL) 18947 glUseProgram(program = 1) 18948 glViewport(x = 0, y = 0, width = 1475, height = 1152) 18949 glDepthRange(zNear = 0, zFar = 1) 18950 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 18951 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 18952 glEnableVertexAttribArray(index = 0) 18953 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 18954 glEnableVertexAttribArray(index = 1) 18955 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 18956 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 18957 glUniform1i(location = 3, v0 = 0) 18958 glActiveTexture(texture = GL_TEXTURE1) 18959 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 18960 glUniform1i(location = 4, v0 = 1) 18961 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 18962 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 18963 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 18964 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 18965 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 18966 glActiveTexture(texture = GL_TEXTURE0) 18967 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 18968 glEnable(cap = GL_BLEND) 18969 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 18970 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 18971 glUseProgram(program = 5) 18972 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 18973 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 18974 glUniform1i(location = 3, v0 = 1) 18975 glActiveTexture(texture = GL_TEXTURE1) 18976 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 18977 glUniform1i(location = 4, v0 = 1) 18978 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 18979 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 18980 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 18981 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 18982 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 18983 glActiveTexture(texture = GL_TEXTURE0) 18984 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 18985 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 18988 glDeleteTextures(n = 1, textures = &3) 18989 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 18990 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 18991 glDisable(cap = GL_FRAMEBUFFER_SRGB) 18992 glDisable(cap = GL_SCISSOR_TEST) 18993 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 18994 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 18995 glClear(mask = GL_COLOR_BUFFER_BIT) 18996 glDisable(cap = GL_SCISSOR_TEST) 18997 glDisable(cap = GL_CULL_FACE) 18998 glFrontFace(mode = GL_CCW) 18999 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 19000 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19001 glDisable(cap = GL_BLEND) 19002 glDisable(cap = GL_DEPTH_TEST) 19003 glDepthMask(flag = GL_FALSE) 19004 glDepthFunc(func = GL_LESS) 19005 glDisable(cap = GL_STENCIL_TEST) 19006 glDisable(cap = GL_POLYGON_OFFSET_FILL) 19007 glUseProgram(program = 1) 19008 glViewport(x = 0, y = 0, width = 1475, height = 1152) 19009 glDepthRange(zNear = 0, zFar = 1) 19010 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 19011 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 19012 glEnableVertexAttribArray(index = 0) 19013 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 19014 glEnableVertexAttribArray(index = 1) 19015 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19016 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 19017 glUniform1i(location = 3, v0 = 0) 19018 glActiveTexture(texture = GL_TEXTURE1) 19019 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 19020 glUniform1i(location = 4, v0 = 1) 19021 glActiveTexture(texture = GL_TEXTURE0) 19022 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19023 glEnable(cap = GL_BLEND) 19024 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 19025 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 19026 glUseProgram(program = 5) 19027 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19028 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 19029 glUniform1i(location = 3, v0 = 1) 19030 glActiveTexture(texture = GL_TEXTURE1) 19031 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 19032 glUniform1i(location = 4, v0 = 1) 19033 glActiveTexture(texture = GL_TEXTURE0) 19034 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19035 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 19037 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 19038 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 19039 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 19040 glDeleteTextures(n = 1, textures = &1) 19041 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 19042 glDeleteFramebuffers(n = 1, framebuffers = &1) 19043 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 19044 glGenFramebuffers(n = 1, framebuffers = &1) 19045 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19046 glGenTextures(n = 1, textures = &1) 19047 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 19048 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 19049 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 19050 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 19051 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 19052 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 1503, height = 1131, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 19053 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 19054 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 19055 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 19056 glGenRenderbuffers(n = 1, renderbuffers = &1) 19057 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 19058 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 1503, height = 1131) 19059 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 19060 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 19061 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 19062 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 19063 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19064 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 19066 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 19068 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 19069 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19072 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19073 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 19074 glViewport(x = 0, y = 0, width = 1503, height = 1131) 19075 glUseProgram(program = 0) 19076 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 19077 glEnable(cap = GL_BLEND) 19078 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 19079 glClear(mask = GL_COLOR_BUFFER_BIT) 19080 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 19083 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19084 glViewport(x = 0, y = 0, width = 1503, height = 1131) 19085 glUseProgram(program = 0) 19086 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 19087 glEnable(cap = GL_BLEND) 19088 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 19089 glClear(mask = GL_COLOR_BUFFER_BIT) 19090 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 19093 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19094 glFlush() 19096 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 19097 glGenTextures(n = 1, textures = &3) 19098 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 19099 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 1503, height = 1131, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 19100 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 19101 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 19102 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 19103 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 1503) 19104 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 1503, height = 1131, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(6799572)) 19105 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 19106 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 19107 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 19108 glDisable(cap = GL_FRAMEBUFFER_SRGB) 19109 glDisable(cap = GL_SCISSOR_TEST) 19110 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19111 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 19112 glClear(mask = GL_COLOR_BUFFER_BIT) 19113 glDisable(cap = GL_SCISSOR_TEST) 19114 glDisable(cap = GL_CULL_FACE) 19115 glFrontFace(mode = GL_CCW) 19116 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 19117 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19118 glDisable(cap = GL_BLEND) 19119 glDisable(cap = GL_DEPTH_TEST) 19120 glDepthMask(flag = GL_FALSE) 19121 glDepthFunc(func = GL_LESS) 19122 glDisable(cap = GL_STENCIL_TEST) 19123 glDisable(cap = GL_POLYGON_OFFSET_FILL) 19124 glUseProgram(program = 1) 19125 glViewport(x = 0, y = 0, width = 1503, height = 1131) 19126 glDepthRange(zNear = 0, zFar = 1) 19127 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 19128 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 19129 glEnableVertexAttribArray(index = 0) 19130 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 19131 glEnableVertexAttribArray(index = 1) 19132 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19133 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 19134 glUniform1i(location = 3, v0 = 0) 19135 glActiveTexture(texture = GL_TEXTURE1) 19136 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 19137 glUniform1i(location = 4, v0 = 1) 19138 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 19139 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 19140 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 19141 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 19142 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 19143 glActiveTexture(texture = GL_TEXTURE0) 19144 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19145 glEnable(cap = GL_BLEND) 19146 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 19147 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 19148 glUseProgram(program = 5) 19149 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19150 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 19151 glUniform1i(location = 3, v0 = 1) 19152 glActiveTexture(texture = GL_TEXTURE1) 19153 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 19154 glUniform1i(location = 4, v0 = 1) 19155 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 19156 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 19157 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 19158 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 19159 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 19160 glActiveTexture(texture = GL_TEXTURE0) 19161 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19162 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 19165 glDeleteTextures(n = 1, textures = &2) 19166 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 19167 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 19168 glDisable(cap = GL_FRAMEBUFFER_SRGB) 19169 glDisable(cap = GL_SCISSOR_TEST) 19170 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19171 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 19172 glClear(mask = GL_COLOR_BUFFER_BIT) 19173 glDisable(cap = GL_SCISSOR_TEST) 19174 glDisable(cap = GL_CULL_FACE) 19175 glFrontFace(mode = GL_CCW) 19176 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 19177 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19178 glDisable(cap = GL_BLEND) 19179 glDisable(cap = GL_DEPTH_TEST) 19180 glDepthMask(flag = GL_FALSE) 19181 glDepthFunc(func = GL_LESS) 19182 glDisable(cap = GL_STENCIL_TEST) 19183 glDisable(cap = GL_POLYGON_OFFSET_FILL) 19184 glUseProgram(program = 1) 19185 glViewport(x = 0, y = 0, width = 1503, height = 1131) 19186 glDepthRange(zNear = 0, zFar = 1) 19187 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 19188 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 19189 glEnableVertexAttribArray(index = 0) 19190 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 19191 glEnableVertexAttribArray(index = 1) 19192 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19193 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 19194 glUniform1i(location = 3, v0 = 0) 19195 glActiveTexture(texture = GL_TEXTURE1) 19196 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 19197 glUniform1i(location = 4, v0 = 1) 19198 glActiveTexture(texture = GL_TEXTURE0) 19199 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19200 glEnable(cap = GL_BLEND) 19201 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 19202 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 19203 glUseProgram(program = 5) 19204 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19205 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 19206 glUniform1i(location = 3, v0 = 1) 19207 glActiveTexture(texture = GL_TEXTURE1) 19208 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 19209 glUniform1i(location = 4, v0 = 1) 19210 glActiveTexture(texture = GL_TEXTURE0) 19211 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19212 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 19214 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 19215 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 19216 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 19217 glDeleteTextures(n = 1, textures = &1) 19218 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 19219 glDeleteFramebuffers(n = 1, framebuffers = &1) 19220 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 19221 glGenFramebuffers(n = 1, framebuffers = &1) 19222 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19223 glGenTextures(n = 1, textures = &1) 19224 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 19225 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 19226 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 19227 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 19228 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 19229 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 1460, height = 1053, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 19230 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 19231 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 19232 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 19233 glGenRenderbuffers(n = 1, renderbuffers = &1) 19234 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 19235 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 1460, height = 1053) 19236 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 19237 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 19238 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 19239 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 19240 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19241 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 19243 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 19245 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 19246 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19249 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19250 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 19251 glViewport(x = 0, y = 0, width = 1459, height = 1053) 19252 glUseProgram(program = 0) 19253 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 19254 glEnable(cap = GL_BLEND) 19255 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 19256 glClear(mask = GL_COLOR_BUFFER_BIT) 19257 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 19260 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19261 glViewport(x = 0, y = 0, width = 1459, height = 1053) 19262 glUseProgram(program = 0) 19263 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 19264 glEnable(cap = GL_BLEND) 19265 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 19266 glClear(mask = GL_COLOR_BUFFER_BIT) 19267 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 19270 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19271 glFlush() 19273 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 19274 glGenTextures(n = 1, textures = &2) 19275 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 19276 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 1460, height = 1053, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 19277 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 19278 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 19279 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 19280 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 1460) 19281 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 1460, height = 1053, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(6149520)) 19282 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 19283 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 19284 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 19285 glDisable(cap = GL_FRAMEBUFFER_SRGB) 19286 glDisable(cap = GL_SCISSOR_TEST) 19287 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19288 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 19289 glClear(mask = GL_COLOR_BUFFER_BIT) 19290 glDisable(cap = GL_SCISSOR_TEST) 19291 glDisable(cap = GL_CULL_FACE) 19292 glFrontFace(mode = GL_CCW) 19293 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 19294 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19295 glDisable(cap = GL_BLEND) 19296 glDisable(cap = GL_DEPTH_TEST) 19297 glDepthMask(flag = GL_FALSE) 19298 glDepthFunc(func = GL_LESS) 19299 glDisable(cap = GL_STENCIL_TEST) 19300 glDisable(cap = GL_POLYGON_OFFSET_FILL) 19301 glUseProgram(program = 1) 19302 glViewport(x = 0, y = 0, width = 1459, height = 1053) 19303 glDepthRange(zNear = 0, zFar = 1) 19304 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 19305 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 19306 glEnableVertexAttribArray(index = 0) 19307 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 19308 glEnableVertexAttribArray(index = 1) 19309 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19310 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 19311 glUniform1i(location = 3, v0 = 0) 19312 glActiveTexture(texture = GL_TEXTURE1) 19313 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 19314 glUniform1i(location = 4, v0 = 1) 19315 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 19316 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 19317 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 19318 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 19319 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 19320 glActiveTexture(texture = GL_TEXTURE0) 19321 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19322 glEnable(cap = GL_BLEND) 19323 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 19324 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 19325 glUseProgram(program = 5) 19326 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19327 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 19328 glUniform1i(location = 3, v0 = 1) 19329 glActiveTexture(texture = GL_TEXTURE1) 19330 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 19331 glUniform1i(location = 4, v0 = 1) 19332 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 19333 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 19334 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 19335 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 19336 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 19337 glActiveTexture(texture = GL_TEXTURE0) 19338 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19339 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 19342 glDeleteTextures(n = 1, textures = &3) 19343 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 19344 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 19345 glDisable(cap = GL_FRAMEBUFFER_SRGB) 19346 glDisable(cap = GL_SCISSOR_TEST) 19347 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19348 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 19349 glClear(mask = GL_COLOR_BUFFER_BIT) 19350 glDisable(cap = GL_SCISSOR_TEST) 19351 glDisable(cap = GL_CULL_FACE) 19352 glFrontFace(mode = GL_CCW) 19353 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 19354 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19355 glDisable(cap = GL_BLEND) 19356 glDisable(cap = GL_DEPTH_TEST) 19357 glDepthMask(flag = GL_FALSE) 19358 glDepthFunc(func = GL_LESS) 19359 glDisable(cap = GL_STENCIL_TEST) 19360 glDisable(cap = GL_POLYGON_OFFSET_FILL) 19361 glUseProgram(program = 1) 19362 glViewport(x = 0, y = 0, width = 1459, height = 1053) 19363 glDepthRange(zNear = 0, zFar = 1) 19364 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 19365 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 19366 glEnableVertexAttribArray(index = 0) 19367 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 19368 glEnableVertexAttribArray(index = 1) 19369 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19370 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 19371 glUniform1i(location = 3, v0 = 0) 19372 glActiveTexture(texture = GL_TEXTURE1) 19373 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 19374 glUniform1i(location = 4, v0 = 1) 19375 glActiveTexture(texture = GL_TEXTURE0) 19376 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19377 glEnable(cap = GL_BLEND) 19378 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 19379 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 19380 glUseProgram(program = 5) 19381 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19382 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 19383 glUniform1i(location = 3, v0 = 1) 19384 glActiveTexture(texture = GL_TEXTURE1) 19385 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 19386 glUniform1i(location = 4, v0 = 1) 19387 glActiveTexture(texture = GL_TEXTURE0) 19388 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19389 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 19392 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 19393 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 19394 glDisable(cap = GL_FRAMEBUFFER_SRGB) 19395 glDisable(cap = GL_SCISSOR_TEST) 19396 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19397 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 19398 glClear(mask = GL_COLOR_BUFFER_BIT) 19399 glDisable(cap = GL_SCISSOR_TEST) 19400 glDisable(cap = GL_CULL_FACE) 19401 glFrontFace(mode = GL_CCW) 19402 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 19403 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19404 glDisable(cap = GL_BLEND) 19405 glDisable(cap = GL_DEPTH_TEST) 19406 glDepthMask(flag = GL_FALSE) 19407 glDepthFunc(func = GL_LESS) 19408 glDisable(cap = GL_STENCIL_TEST) 19409 glDisable(cap = GL_POLYGON_OFFSET_FILL) 19410 glUseProgram(program = 1) 19411 glViewport(x = 0, y = 0, width = 1459, height = 1053) 19412 glDepthRange(zNear = 0, zFar = 1) 19413 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 19414 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 19415 glEnableVertexAttribArray(index = 0) 19416 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 19417 glEnableVertexAttribArray(index = 1) 19418 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19419 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 19420 glUniform1i(location = 3, v0 = 0) 19421 glActiveTexture(texture = GL_TEXTURE1) 19422 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 19423 glUniform1i(location = 4, v0 = 1) 19424 glActiveTexture(texture = GL_TEXTURE0) 19425 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19426 glEnable(cap = GL_BLEND) 19427 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 19428 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 19429 glUseProgram(program = 5) 19430 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19431 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 19432 glUniform1i(location = 3, v0 = 1) 19433 glActiveTexture(texture = GL_TEXTURE1) 19434 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 19435 glUniform1i(location = 4, v0 = 1) 19436 glActiveTexture(texture = GL_TEXTURE0) 19437 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19438 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 19440 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 19441 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 19442 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 19443 glDeleteTextures(n = 1, textures = &1) 19444 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 19445 glDeleteFramebuffers(n = 1, framebuffers = &1) 19446 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 19447 glGenFramebuffers(n = 1, framebuffers = &1) 19448 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19449 glGenTextures(n = 1, textures = &1) 19450 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 19451 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 19452 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 19453 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 19454 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 19455 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 1235, height = 905, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 19456 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 19457 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 19458 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 19459 glGenRenderbuffers(n = 1, renderbuffers = &1) 19460 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 19461 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 1235, height = 905) 19462 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 19463 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 19464 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 19465 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 19466 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19467 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 19469 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 19471 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 19472 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19475 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19476 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 19477 glViewport(x = 0, y = 0, width = 1234, height = 904) 19478 glUseProgram(program = 0) 19479 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 19480 glEnable(cap = GL_BLEND) 19481 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 19482 glClear(mask = GL_COLOR_BUFFER_BIT) 19483 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 19486 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19487 glViewport(x = 0, y = 0, width = 1234, height = 904) 19488 glUseProgram(program = 0) 19489 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 19490 glEnable(cap = GL_BLEND) 19491 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 19492 glClear(mask = GL_COLOR_BUFFER_BIT) 19493 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 19496 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19497 glFlush() 19499 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 19500 glGenTextures(n = 1, textures = &3) 19501 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 19502 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 1235, height = 905, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 19503 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 19504 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 19505 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 19506 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 1235) 19507 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 1235, height = 905, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(4470700)) 19508 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 19509 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 19510 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 19511 glDisable(cap = GL_FRAMEBUFFER_SRGB) 19512 glDisable(cap = GL_SCISSOR_TEST) 19513 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19514 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 19515 glClear(mask = GL_COLOR_BUFFER_BIT) 19516 glDisable(cap = GL_SCISSOR_TEST) 19517 glDisable(cap = GL_CULL_FACE) 19518 glFrontFace(mode = GL_CCW) 19519 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 19520 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19521 glDisable(cap = GL_BLEND) 19522 glDisable(cap = GL_DEPTH_TEST) 19523 glDepthMask(flag = GL_FALSE) 19524 glDepthFunc(func = GL_LESS) 19525 glDisable(cap = GL_STENCIL_TEST) 19526 glDisable(cap = GL_POLYGON_OFFSET_FILL) 19527 glUseProgram(program = 1) 19528 glViewport(x = 0, y = 0, width = 1234, height = 904) 19529 glDepthRange(zNear = 0, zFar = 1) 19530 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 19531 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 19532 glEnableVertexAttribArray(index = 0) 19533 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 19534 glEnableVertexAttribArray(index = 1) 19535 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19536 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 19537 glUniform1i(location = 3, v0 = 0) 19538 glActiveTexture(texture = GL_TEXTURE1) 19539 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 19540 glUniform1i(location = 4, v0 = 1) 19541 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 19542 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 19543 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 19544 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 19545 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 19546 glActiveTexture(texture = GL_TEXTURE0) 19547 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19548 glEnable(cap = GL_BLEND) 19549 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 19550 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 19551 glUseProgram(program = 5) 19552 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19553 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 19554 glUniform1i(location = 3, v0 = 1) 19555 glActiveTexture(texture = GL_TEXTURE1) 19556 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 19557 glUniform1i(location = 4, v0 = 1) 19558 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 19559 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 19560 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 19561 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 19562 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 19563 glActiveTexture(texture = GL_TEXTURE0) 19564 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19565 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 19568 glDeleteTextures(n = 1, textures = &2) 19569 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 19570 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 19571 glDisable(cap = GL_FRAMEBUFFER_SRGB) 19572 glDisable(cap = GL_SCISSOR_TEST) 19573 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19574 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 19575 glClear(mask = GL_COLOR_BUFFER_BIT) 19576 glDisable(cap = GL_SCISSOR_TEST) 19577 glDisable(cap = GL_CULL_FACE) 19578 glFrontFace(mode = GL_CCW) 19579 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 19580 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19581 glDisable(cap = GL_BLEND) 19582 glDisable(cap = GL_DEPTH_TEST) 19583 glDepthMask(flag = GL_FALSE) 19584 glDepthFunc(func = GL_LESS) 19585 glDisable(cap = GL_STENCIL_TEST) 19586 glDisable(cap = GL_POLYGON_OFFSET_FILL) 19587 glUseProgram(program = 1) 19588 glViewport(x = 0, y = 0, width = 1234, height = 904) 19589 glDepthRange(zNear = 0, zFar = 1) 19590 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 19591 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 19592 glEnableVertexAttribArray(index = 0) 19593 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 19594 glEnableVertexAttribArray(index = 1) 19595 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19596 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 19597 glUniform1i(location = 3, v0 = 0) 19598 glActiveTexture(texture = GL_TEXTURE1) 19599 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 19600 glUniform1i(location = 4, v0 = 1) 19601 glActiveTexture(texture = GL_TEXTURE0) 19602 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19603 glEnable(cap = GL_BLEND) 19604 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 19605 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 19606 glUseProgram(program = 5) 19607 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19608 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 19609 glUniform1i(location = 3, v0 = 1) 19610 glActiveTexture(texture = GL_TEXTURE1) 19611 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 19612 glUniform1i(location = 4, v0 = 1) 19613 glActiveTexture(texture = GL_TEXTURE0) 19614 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19615 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 19618 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 19619 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 19620 glDisable(cap = GL_FRAMEBUFFER_SRGB) 19621 glDisable(cap = GL_SCISSOR_TEST) 19622 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19623 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 19624 glClear(mask = GL_COLOR_BUFFER_BIT) 19625 glDisable(cap = GL_SCISSOR_TEST) 19626 glDisable(cap = GL_CULL_FACE) 19627 glFrontFace(mode = GL_CCW) 19628 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 19629 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19630 glDisable(cap = GL_BLEND) 19631 glDisable(cap = GL_DEPTH_TEST) 19632 glDepthMask(flag = GL_FALSE) 19633 glDepthFunc(func = GL_LESS) 19634 glDisable(cap = GL_STENCIL_TEST) 19635 glDisable(cap = GL_POLYGON_OFFSET_FILL) 19636 glUseProgram(program = 1) 19637 glViewport(x = 0, y = 0, width = 1234, height = 904) 19638 glDepthRange(zNear = 0, zFar = 1) 19639 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 19640 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 19641 glEnableVertexAttribArray(index = 0) 19642 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 19643 glEnableVertexAttribArray(index = 1) 19644 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19645 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 19646 glUniform1i(location = 3, v0 = 0) 19647 glActiveTexture(texture = GL_TEXTURE1) 19648 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 19649 glUniform1i(location = 4, v0 = 1) 19650 glActiveTexture(texture = GL_TEXTURE0) 19651 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19652 glEnable(cap = GL_BLEND) 19653 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 19654 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 19655 glUseProgram(program = 5) 19656 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19657 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 19658 glUniform1i(location = 3, v0 = 1) 19659 glActiveTexture(texture = GL_TEXTURE1) 19660 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 19661 glUniform1i(location = 4, v0 = 1) 19662 glActiveTexture(texture = GL_TEXTURE0) 19663 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19664 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 19666 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 19667 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 19668 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 19669 glDeleteTextures(n = 1, textures = &1) 19670 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 19671 glDeleteFramebuffers(n = 1, framebuffers = &1) 19672 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 19673 glGenFramebuffers(n = 1, framebuffers = &1) 19674 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19675 glGenTextures(n = 1, textures = &1) 19676 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 19677 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 19678 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 19679 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 19680 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 19681 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 1019, height = 833, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 19682 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 19683 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 19684 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 19685 glGenRenderbuffers(n = 1, renderbuffers = &1) 19686 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 19687 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 1019, height = 833) 19688 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 19689 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 19690 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 19691 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 19692 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19693 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 19695 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 19697 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 19698 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19701 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19702 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 19703 glViewport(x = 0, y = 0, width = 1018, height = 832) 19704 glUseProgram(program = 0) 19705 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 19706 glEnable(cap = GL_BLEND) 19707 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 19708 glClear(mask = GL_COLOR_BUFFER_BIT) 19709 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 19712 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19713 glViewport(x = 0, y = 0, width = 1018, height = 832) 19714 glUseProgram(program = 0) 19715 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 19716 glEnable(cap = GL_BLEND) 19717 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 19718 glClear(mask = GL_COLOR_BUFFER_BIT) 19719 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 19722 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19723 glFlush() 19725 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 19726 glGenTextures(n = 1, textures = &2) 19727 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 19728 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 1019, height = 833, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 19729 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 19730 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 19731 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 19732 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 1019) 19733 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 1019, height = 833, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(3395308)) 19734 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 19735 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 19736 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 19737 glDisable(cap = GL_FRAMEBUFFER_SRGB) 19738 glDisable(cap = GL_SCISSOR_TEST) 19739 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19740 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 19741 glClear(mask = GL_COLOR_BUFFER_BIT) 19742 glDisable(cap = GL_SCISSOR_TEST) 19743 glDisable(cap = GL_CULL_FACE) 19744 glFrontFace(mode = GL_CCW) 19745 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 19746 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19747 glDisable(cap = GL_BLEND) 19748 glDisable(cap = GL_DEPTH_TEST) 19749 glDepthMask(flag = GL_FALSE) 19750 glDepthFunc(func = GL_LESS) 19751 glDisable(cap = GL_STENCIL_TEST) 19752 glDisable(cap = GL_POLYGON_OFFSET_FILL) 19753 glUseProgram(program = 1) 19754 glViewport(x = 0, y = 0, width = 1018, height = 832) 19755 glDepthRange(zNear = 0, zFar = 1) 19756 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 19757 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 19758 glEnableVertexAttribArray(index = 0) 19759 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 19760 glEnableVertexAttribArray(index = 1) 19761 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19762 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 19763 glUniform1i(location = 3, v0 = 0) 19764 glActiveTexture(texture = GL_TEXTURE1) 19765 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 19766 glUniform1i(location = 4, v0 = 1) 19767 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 19768 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 19769 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 19770 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 19771 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 19772 glActiveTexture(texture = GL_TEXTURE0) 19773 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19774 glEnable(cap = GL_BLEND) 19775 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 19776 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 19777 glUseProgram(program = 5) 19778 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19779 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 19780 glUniform1i(location = 3, v0 = 1) 19781 glActiveTexture(texture = GL_TEXTURE1) 19782 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 19783 glUniform1i(location = 4, v0 = 1) 19784 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 19785 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 19786 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 19787 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 19788 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 19789 glActiveTexture(texture = GL_TEXTURE0) 19790 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19791 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 19794 glDeleteTextures(n = 1, textures = &3) 19795 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 19796 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 19797 glDisable(cap = GL_FRAMEBUFFER_SRGB) 19798 glDisable(cap = GL_SCISSOR_TEST) 19799 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19800 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 19801 glClear(mask = GL_COLOR_BUFFER_BIT) 19802 glDisable(cap = GL_SCISSOR_TEST) 19803 glDisable(cap = GL_CULL_FACE) 19804 glFrontFace(mode = GL_CCW) 19805 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 19806 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19807 glDisable(cap = GL_BLEND) 19808 glDisable(cap = GL_DEPTH_TEST) 19809 glDepthMask(flag = GL_FALSE) 19810 glDepthFunc(func = GL_LESS) 19811 glDisable(cap = GL_STENCIL_TEST) 19812 glDisable(cap = GL_POLYGON_OFFSET_FILL) 19813 glUseProgram(program = 1) 19814 glViewport(x = 0, y = 0, width = 1018, height = 832) 19815 glDepthRange(zNear = 0, zFar = 1) 19816 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 19817 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 19818 glEnableVertexAttribArray(index = 0) 19819 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 19820 glEnableVertexAttribArray(index = 1) 19821 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19822 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 19823 glUniform1i(location = 3, v0 = 0) 19824 glActiveTexture(texture = GL_TEXTURE1) 19825 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 19826 glUniform1i(location = 4, v0 = 1) 19827 glActiveTexture(texture = GL_TEXTURE0) 19828 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19829 glEnable(cap = GL_BLEND) 19830 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 19831 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 19832 glUseProgram(program = 5) 19833 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19834 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 19835 glUniform1i(location = 3, v0 = 1) 19836 glActiveTexture(texture = GL_TEXTURE1) 19837 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 19838 glUniform1i(location = 4, v0 = 1) 19839 glActiveTexture(texture = GL_TEXTURE0) 19840 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19841 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 19844 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 19845 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 19846 glDisable(cap = GL_FRAMEBUFFER_SRGB) 19847 glDisable(cap = GL_SCISSOR_TEST) 19848 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19849 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 19850 glClear(mask = GL_COLOR_BUFFER_BIT) 19851 glDisable(cap = GL_SCISSOR_TEST) 19852 glDisable(cap = GL_CULL_FACE) 19853 glFrontFace(mode = GL_CCW) 19854 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 19855 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19856 glDisable(cap = GL_BLEND) 19857 glDisable(cap = GL_DEPTH_TEST) 19858 glDepthMask(flag = GL_FALSE) 19859 glDepthFunc(func = GL_LESS) 19860 glDisable(cap = GL_STENCIL_TEST) 19861 glDisable(cap = GL_POLYGON_OFFSET_FILL) 19862 glUseProgram(program = 1) 19863 glViewport(x = 0, y = 0, width = 1018, height = 832) 19864 glDepthRange(zNear = 0, zFar = 1) 19865 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 19866 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 19867 glEnableVertexAttribArray(index = 0) 19868 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 19869 glEnableVertexAttribArray(index = 1) 19870 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19871 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 19872 glUniform1i(location = 3, v0 = 0) 19873 glActiveTexture(texture = GL_TEXTURE1) 19874 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 19875 glUniform1i(location = 4, v0 = 1) 19876 glActiveTexture(texture = GL_TEXTURE0) 19877 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19878 glEnable(cap = GL_BLEND) 19879 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 19880 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 19881 glUseProgram(program = 5) 19882 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19883 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 19884 glUniform1i(location = 3, v0 = 1) 19885 glActiveTexture(texture = GL_TEXTURE1) 19886 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 19887 glUniform1i(location = 4, v0 = 1) 19888 glActiveTexture(texture = GL_TEXTURE0) 19889 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 19890 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 19892 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 19893 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 19894 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 19895 glDeleteTextures(n = 1, textures = &1) 19896 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 19897 glDeleteFramebuffers(n = 1, framebuffers = &1) 19898 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 19899 glGenFramebuffers(n = 1, framebuffers = &1) 19900 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19901 glGenTextures(n = 1, textures = &1) 19902 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 19903 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 19904 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 19905 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 19906 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 19907 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 879, height = 779, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 19908 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 19909 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 19910 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 19911 glGenRenderbuffers(n = 1, renderbuffers = &1) 19912 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 19913 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 879, height = 779) 19914 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 19915 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 19916 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 19917 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 19918 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19919 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 19921 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 19923 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 19924 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19927 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19928 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 19929 glViewport(x = 0, y = 0, width = 879, height = 778) 19930 glUseProgram(program = 0) 19931 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 19932 glEnable(cap = GL_BLEND) 19933 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 19934 glClear(mask = GL_COLOR_BUFFER_BIT) 19935 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 19938 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19939 glViewport(x = 0, y = 0, width = 879, height = 778) 19940 glUseProgram(program = 0) 19941 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 19942 glEnable(cap = GL_BLEND) 19943 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 19944 glClear(mask = GL_COLOR_BUFFER_BIT) 19945 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 19948 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 19949 glFlush() 19951 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 19952 glGenTextures(n = 1, textures = &3) 19953 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 19954 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 879, height = 779, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 19955 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 19956 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 19957 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 19958 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 879) 19959 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 879, height = 779, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(2738964)) 19960 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 19961 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 19962 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 19963 glDisable(cap = GL_FRAMEBUFFER_SRGB) 19964 glDisable(cap = GL_SCISSOR_TEST) 19965 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19966 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 19967 glClear(mask = GL_COLOR_BUFFER_BIT) 19968 glDisable(cap = GL_SCISSOR_TEST) 19969 glDisable(cap = GL_CULL_FACE) 19970 glFrontFace(mode = GL_CCW) 19971 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 19972 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 19973 glDisable(cap = GL_BLEND) 19974 glDisable(cap = GL_DEPTH_TEST) 19975 glDepthMask(flag = GL_FALSE) 19976 glDepthFunc(func = GL_LESS) 19977 glDisable(cap = GL_STENCIL_TEST) 19978 glDisable(cap = GL_POLYGON_OFFSET_FILL) 19979 glUseProgram(program = 1) 19980 glViewport(x = 0, y = 0, width = 879, height = 778) 19981 glDepthRange(zNear = 0, zFar = 1) 19982 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 19983 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 19984 glEnableVertexAttribArray(index = 0) 19985 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 19986 glEnableVertexAttribArray(index = 1) 19987 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 19988 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 19989 glUniform1i(location = 3, v0 = 0) 19990 glActiveTexture(texture = GL_TEXTURE1) 19991 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 19992 glUniform1i(location = 4, v0 = 1) 19993 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 19994 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 19995 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 19996 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 19997 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 19998 glActiveTexture(texture = GL_TEXTURE0) 19999 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20000 glEnable(cap = GL_BLEND) 20001 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 20002 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 20003 glUseProgram(program = 5) 20004 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20005 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 20006 glUniform1i(location = 3, v0 = 1) 20007 glActiveTexture(texture = GL_TEXTURE1) 20008 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 20009 glUniform1i(location = 4, v0 = 1) 20010 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 20011 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 20012 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 20013 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 20014 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 20015 glActiveTexture(texture = GL_TEXTURE0) 20016 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20017 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 20020 glDeleteTextures(n = 1, textures = &2) 20021 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 20022 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 20023 glDisable(cap = GL_FRAMEBUFFER_SRGB) 20024 glDisable(cap = GL_SCISSOR_TEST) 20025 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20026 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 20027 glClear(mask = GL_COLOR_BUFFER_BIT) 20028 glDisable(cap = GL_SCISSOR_TEST) 20029 glDisable(cap = GL_CULL_FACE) 20030 glFrontFace(mode = GL_CCW) 20031 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 20032 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20033 glDisable(cap = GL_BLEND) 20034 glDisable(cap = GL_DEPTH_TEST) 20035 glDepthMask(flag = GL_FALSE) 20036 glDepthFunc(func = GL_LESS) 20037 glDisable(cap = GL_STENCIL_TEST) 20038 glDisable(cap = GL_POLYGON_OFFSET_FILL) 20039 glUseProgram(program = 1) 20040 glViewport(x = 0, y = 0, width = 879, height = 778) 20041 glDepthRange(zNear = 0, zFar = 1) 20042 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 20043 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 20044 glEnableVertexAttribArray(index = 0) 20045 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 20046 glEnableVertexAttribArray(index = 1) 20047 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20048 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 20049 glUniform1i(location = 3, v0 = 0) 20050 glActiveTexture(texture = GL_TEXTURE1) 20051 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 20052 glUniform1i(location = 4, v0 = 1) 20053 glActiveTexture(texture = GL_TEXTURE0) 20054 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20055 glEnable(cap = GL_BLEND) 20056 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 20057 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 20058 glUseProgram(program = 5) 20059 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20060 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 20061 glUniform1i(location = 3, v0 = 1) 20062 glActiveTexture(texture = GL_TEXTURE1) 20063 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 20064 glUniform1i(location = 4, v0 = 1) 20065 glActiveTexture(texture = GL_TEXTURE0) 20066 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20067 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 20070 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 20071 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 20072 glDisable(cap = GL_FRAMEBUFFER_SRGB) 20073 glDisable(cap = GL_SCISSOR_TEST) 20074 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20075 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 20076 glClear(mask = GL_COLOR_BUFFER_BIT) 20077 glDisable(cap = GL_SCISSOR_TEST) 20078 glDisable(cap = GL_CULL_FACE) 20079 glFrontFace(mode = GL_CCW) 20080 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 20081 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20082 glDisable(cap = GL_BLEND) 20083 glDisable(cap = GL_DEPTH_TEST) 20084 glDepthMask(flag = GL_FALSE) 20085 glDepthFunc(func = GL_LESS) 20086 glDisable(cap = GL_STENCIL_TEST) 20087 glDisable(cap = GL_POLYGON_OFFSET_FILL) 20088 glUseProgram(program = 1) 20089 glViewport(x = 0, y = 0, width = 879, height = 778) 20090 glDepthRange(zNear = 0, zFar = 1) 20091 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 20092 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 20093 glEnableVertexAttribArray(index = 0) 20094 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 20095 glEnableVertexAttribArray(index = 1) 20096 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20097 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 20098 glUniform1i(location = 3, v0 = 0) 20099 glActiveTexture(texture = GL_TEXTURE1) 20100 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 20101 glUniform1i(location = 4, v0 = 1) 20102 glActiveTexture(texture = GL_TEXTURE0) 20103 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20104 glEnable(cap = GL_BLEND) 20105 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 20106 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 20107 glUseProgram(program = 5) 20108 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20109 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 20110 glUniform1i(location = 3, v0 = 1) 20111 glActiveTexture(texture = GL_TEXTURE1) 20112 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 20113 glUniform1i(location = 4, v0 = 1) 20114 glActiveTexture(texture = GL_TEXTURE0) 20115 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20116 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 20118 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 20119 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 20120 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 20121 glDeleteTextures(n = 1, textures = &1) 20122 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 20123 glDeleteFramebuffers(n = 1, framebuffers = &1) 20124 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 20125 glGenFramebuffers(n = 1, framebuffers = &1) 20126 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20127 glGenTextures(n = 1, textures = &1) 20128 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 20129 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 20130 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 20131 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 20132 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 20133 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 767, height = 725, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 20134 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 20135 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 20136 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 20137 glGenRenderbuffers(n = 1, renderbuffers = &1) 20138 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 20139 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 767, height = 725) 20140 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 20141 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 20142 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 20143 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 20144 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20145 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 20147 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 20149 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 20150 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20153 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20154 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 20155 glViewport(x = 0, y = 0, width = 766, height = 724) 20156 glUseProgram(program = 0) 20157 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 20158 glEnable(cap = GL_BLEND) 20159 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 20160 glClear(mask = GL_COLOR_BUFFER_BIT) 20161 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 20164 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20165 glViewport(x = 0, y = 0, width = 766, height = 724) 20166 glUseProgram(program = 0) 20167 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 20168 glEnable(cap = GL_BLEND) 20169 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 20170 glClear(mask = GL_COLOR_BUFFER_BIT) 20171 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 20174 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20175 glFlush() 20177 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 20178 glGenTextures(n = 1, textures = &2) 20179 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 20180 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 767, height = 725, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 20181 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 20182 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 20183 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 20184 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 767) 20185 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 767, height = 725, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(2224300)) 20186 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 20187 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 20188 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 20189 glDisable(cap = GL_FRAMEBUFFER_SRGB) 20190 glDisable(cap = GL_SCISSOR_TEST) 20191 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20192 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 20193 glClear(mask = GL_COLOR_BUFFER_BIT) 20194 glDisable(cap = GL_SCISSOR_TEST) 20195 glDisable(cap = GL_CULL_FACE) 20196 glFrontFace(mode = GL_CCW) 20197 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 20198 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20199 glDisable(cap = GL_BLEND) 20200 glDisable(cap = GL_DEPTH_TEST) 20201 glDepthMask(flag = GL_FALSE) 20202 glDepthFunc(func = GL_LESS) 20203 glDisable(cap = GL_STENCIL_TEST) 20204 glDisable(cap = GL_POLYGON_OFFSET_FILL) 20205 glUseProgram(program = 1) 20206 glViewport(x = 0, y = 0, width = 766, height = 724) 20207 glDepthRange(zNear = 0, zFar = 1) 20208 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 20209 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 20210 glEnableVertexAttribArray(index = 0) 20211 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 20212 glEnableVertexAttribArray(index = 1) 20213 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20214 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 20215 glUniform1i(location = 3, v0 = 0) 20216 glActiveTexture(texture = GL_TEXTURE1) 20217 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 20218 glUniform1i(location = 4, v0 = 1) 20219 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 20220 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 20221 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 20222 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 20223 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 20224 glActiveTexture(texture = GL_TEXTURE0) 20225 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20226 glEnable(cap = GL_BLEND) 20227 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 20228 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 20229 glUseProgram(program = 5) 20230 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20231 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 20232 glUniform1i(location = 3, v0 = 1) 20233 glActiveTexture(texture = GL_TEXTURE1) 20234 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 20235 glUniform1i(location = 4, v0 = 1) 20236 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 20237 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 20238 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 20239 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 20240 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 20241 glActiveTexture(texture = GL_TEXTURE0) 20242 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20243 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 20246 glDeleteTextures(n = 1, textures = &3) 20247 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 20248 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 20249 glDisable(cap = GL_FRAMEBUFFER_SRGB) 20250 glDisable(cap = GL_SCISSOR_TEST) 20251 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20252 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 20253 glClear(mask = GL_COLOR_BUFFER_BIT) 20254 glDisable(cap = GL_SCISSOR_TEST) 20255 glDisable(cap = GL_CULL_FACE) 20256 glFrontFace(mode = GL_CCW) 20257 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 20258 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20259 glDisable(cap = GL_BLEND) 20260 glDisable(cap = GL_DEPTH_TEST) 20261 glDepthMask(flag = GL_FALSE) 20262 glDepthFunc(func = GL_LESS) 20263 glDisable(cap = GL_STENCIL_TEST) 20264 glDisable(cap = GL_POLYGON_OFFSET_FILL) 20265 glUseProgram(program = 1) 20266 glViewport(x = 0, y = 0, width = 766, height = 724) 20267 glDepthRange(zNear = 0, zFar = 1) 20268 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 20269 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 20270 glEnableVertexAttribArray(index = 0) 20271 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 20272 glEnableVertexAttribArray(index = 1) 20273 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20274 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 20275 glUniform1i(location = 3, v0 = 0) 20276 glActiveTexture(texture = GL_TEXTURE1) 20277 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 20278 glUniform1i(location = 4, v0 = 1) 20279 glActiveTexture(texture = GL_TEXTURE0) 20280 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20281 glEnable(cap = GL_BLEND) 20282 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 20283 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 20284 glUseProgram(program = 5) 20285 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20286 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 20287 glUniform1i(location = 3, v0 = 1) 20288 glActiveTexture(texture = GL_TEXTURE1) 20289 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 20290 glUniform1i(location = 4, v0 = 1) 20291 glActiveTexture(texture = GL_TEXTURE0) 20292 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20293 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 20296 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 20297 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 20298 glDisable(cap = GL_FRAMEBUFFER_SRGB) 20299 glDisable(cap = GL_SCISSOR_TEST) 20300 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20301 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 20302 glClear(mask = GL_COLOR_BUFFER_BIT) 20303 glDisable(cap = GL_SCISSOR_TEST) 20304 glDisable(cap = GL_CULL_FACE) 20305 glFrontFace(mode = GL_CCW) 20306 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 20307 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20308 glDisable(cap = GL_BLEND) 20309 glDisable(cap = GL_DEPTH_TEST) 20310 glDepthMask(flag = GL_FALSE) 20311 glDepthFunc(func = GL_LESS) 20312 glDisable(cap = GL_STENCIL_TEST) 20313 glDisable(cap = GL_POLYGON_OFFSET_FILL) 20314 glUseProgram(program = 1) 20315 glViewport(x = 0, y = 0, width = 766, height = 724) 20316 glDepthRange(zNear = 0, zFar = 1) 20317 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 20318 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 20319 glEnableVertexAttribArray(index = 0) 20320 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 20321 glEnableVertexAttribArray(index = 1) 20322 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20323 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 20324 glUniform1i(location = 3, v0 = 0) 20325 glActiveTexture(texture = GL_TEXTURE1) 20326 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 20327 glUniform1i(location = 4, v0 = 1) 20328 glActiveTexture(texture = GL_TEXTURE0) 20329 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20330 glEnable(cap = GL_BLEND) 20331 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 20332 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 20333 glUseProgram(program = 5) 20334 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20335 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 20336 glUniform1i(location = 3, v0 = 1) 20337 glActiveTexture(texture = GL_TEXTURE1) 20338 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 20339 glUniform1i(location = 4, v0 = 1) 20340 glActiveTexture(texture = GL_TEXTURE0) 20341 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20342 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 20344 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 20345 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 20346 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 20347 glDeleteTextures(n = 1, textures = &1) 20348 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 20349 glDeleteFramebuffers(n = 1, framebuffers = &1) 20350 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 20351 glGenFramebuffers(n = 1, framebuffers = &1) 20352 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20353 glGenTextures(n = 1, textures = &1) 20354 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 20355 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 20356 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 20357 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 20358 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 20359 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 704, height = 687, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 20360 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 20361 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 20362 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 20363 glGenRenderbuffers(n = 1, renderbuffers = &1) 20364 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 20365 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 704, height = 687) 20366 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 20367 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 20368 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 20369 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 20370 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20371 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 20373 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 20375 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 20376 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20379 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20380 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 20381 glViewport(x = 0, y = 0, width = 703, height = 687) 20382 glUseProgram(program = 0) 20383 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 20384 glEnable(cap = GL_BLEND) 20385 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 20386 glClear(mask = GL_COLOR_BUFFER_BIT) 20387 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 20390 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20391 glViewport(x = 0, y = 0, width = 703, height = 687) 20392 glUseProgram(program = 0) 20393 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 20394 glEnable(cap = GL_BLEND) 20395 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 20396 glClear(mask = GL_COLOR_BUFFER_BIT) 20397 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 20400 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20401 glFlush() 20403 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 20404 glGenTextures(n = 1, textures = &3) 20405 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 20406 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 704, height = 687, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 20407 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 20408 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 20409 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 20410 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 704) 20411 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 704, height = 687, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(1934592)) 20412 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 20413 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 20414 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 20415 glDisable(cap = GL_FRAMEBUFFER_SRGB) 20416 glDisable(cap = GL_SCISSOR_TEST) 20417 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20418 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 20419 glClear(mask = GL_COLOR_BUFFER_BIT) 20420 glDisable(cap = GL_SCISSOR_TEST) 20421 glDisable(cap = GL_CULL_FACE) 20422 glFrontFace(mode = GL_CCW) 20423 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 20424 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20425 glDisable(cap = GL_BLEND) 20426 glDisable(cap = GL_DEPTH_TEST) 20427 glDepthMask(flag = GL_FALSE) 20428 glDepthFunc(func = GL_LESS) 20429 glDisable(cap = GL_STENCIL_TEST) 20430 glDisable(cap = GL_POLYGON_OFFSET_FILL) 20431 glUseProgram(program = 1) 20432 glViewport(x = 0, y = 0, width = 703, height = 687) 20433 glDepthRange(zNear = 0, zFar = 1) 20434 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 20435 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 20436 glEnableVertexAttribArray(index = 0) 20437 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 20438 glEnableVertexAttribArray(index = 1) 20439 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20440 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 20441 glUniform1i(location = 3, v0 = 0) 20442 glActiveTexture(texture = GL_TEXTURE1) 20443 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 20444 glUniform1i(location = 4, v0 = 1) 20445 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 20446 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 20447 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 20448 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 20449 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 20450 glActiveTexture(texture = GL_TEXTURE0) 20451 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20452 glEnable(cap = GL_BLEND) 20453 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 20454 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 20455 glUseProgram(program = 5) 20456 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20457 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 20458 glUniform1i(location = 3, v0 = 1) 20459 glActiveTexture(texture = GL_TEXTURE1) 20460 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 20461 glUniform1i(location = 4, v0 = 1) 20462 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 20463 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 20464 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 20465 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 20466 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 20467 glActiveTexture(texture = GL_TEXTURE0) 20468 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20469 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 20472 glDeleteTextures(n = 1, textures = &2) 20473 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 20474 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 20475 glDisable(cap = GL_FRAMEBUFFER_SRGB) 20476 glDisable(cap = GL_SCISSOR_TEST) 20477 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20478 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 20479 glClear(mask = GL_COLOR_BUFFER_BIT) 20480 glDisable(cap = GL_SCISSOR_TEST) 20481 glDisable(cap = GL_CULL_FACE) 20482 glFrontFace(mode = GL_CCW) 20483 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 20484 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20485 glDisable(cap = GL_BLEND) 20486 glDisable(cap = GL_DEPTH_TEST) 20487 glDepthMask(flag = GL_FALSE) 20488 glDepthFunc(func = GL_LESS) 20489 glDisable(cap = GL_STENCIL_TEST) 20490 glDisable(cap = GL_POLYGON_OFFSET_FILL) 20491 glUseProgram(program = 1) 20492 glViewport(x = 0, y = 0, width = 703, height = 687) 20493 glDepthRange(zNear = 0, zFar = 1) 20494 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 20495 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 20496 glEnableVertexAttribArray(index = 0) 20497 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 20498 glEnableVertexAttribArray(index = 1) 20499 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20500 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 20501 glUniform1i(location = 3, v0 = 0) 20502 glActiveTexture(texture = GL_TEXTURE1) 20503 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 20504 glUniform1i(location = 4, v0 = 1) 20505 glActiveTexture(texture = GL_TEXTURE0) 20506 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20507 glEnable(cap = GL_BLEND) 20508 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 20509 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 20510 glUseProgram(program = 5) 20511 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20512 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 20513 glUniform1i(location = 3, v0 = 1) 20514 glActiveTexture(texture = GL_TEXTURE1) 20515 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 20516 glUniform1i(location = 4, v0 = 1) 20517 glActiveTexture(texture = GL_TEXTURE0) 20518 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20519 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 20522 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 20523 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 20524 glDisable(cap = GL_FRAMEBUFFER_SRGB) 20525 glDisable(cap = GL_SCISSOR_TEST) 20526 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20527 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 20528 glClear(mask = GL_COLOR_BUFFER_BIT) 20529 glDisable(cap = GL_SCISSOR_TEST) 20530 glDisable(cap = GL_CULL_FACE) 20531 glFrontFace(mode = GL_CCW) 20532 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 20533 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20534 glDisable(cap = GL_BLEND) 20535 glDisable(cap = GL_DEPTH_TEST) 20536 glDepthMask(flag = GL_FALSE) 20537 glDepthFunc(func = GL_LESS) 20538 glDisable(cap = GL_STENCIL_TEST) 20539 glDisable(cap = GL_POLYGON_OFFSET_FILL) 20540 glUseProgram(program = 1) 20541 glViewport(x = 0, y = 0, width = 703, height = 687) 20542 glDepthRange(zNear = 0, zFar = 1) 20543 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 20544 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 20545 glEnableVertexAttribArray(index = 0) 20546 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 20547 glEnableVertexAttribArray(index = 1) 20548 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20549 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 20550 glUniform1i(location = 3, v0 = 0) 20551 glActiveTexture(texture = GL_TEXTURE1) 20552 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 20553 glUniform1i(location = 4, v0 = 1) 20554 glActiveTexture(texture = GL_TEXTURE0) 20555 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20556 glEnable(cap = GL_BLEND) 20557 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 20558 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 20559 glUseProgram(program = 5) 20560 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20561 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 20562 glUniform1i(location = 3, v0 = 1) 20563 glActiveTexture(texture = GL_TEXTURE1) 20564 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 20565 glUniform1i(location = 4, v0 = 1) 20566 glActiveTexture(texture = GL_TEXTURE0) 20567 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20568 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 20570 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 20571 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 20572 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 20573 glDeleteTextures(n = 1, textures = &1) 20574 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 20575 glDeleteFramebuffers(n = 1, framebuffers = &1) 20576 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 20577 glGenFramebuffers(n = 1, framebuffers = &1) 20578 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20579 glGenTextures(n = 1, textures = &1) 20580 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 20581 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 20582 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 20583 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 20584 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 20585 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 678, height = 668, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 20586 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 20587 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 20588 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 20589 glGenRenderbuffers(n = 1, renderbuffers = &1) 20590 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 20591 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 678, height = 668) 20592 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 20593 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 20594 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 20595 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 20596 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20597 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 20599 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 20601 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 20602 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20605 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20606 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 20607 glViewport(x = 0, y = 0, width = 678, height = 667) 20608 glUseProgram(program = 0) 20609 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 20610 glEnable(cap = GL_BLEND) 20611 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 20612 glClear(mask = GL_COLOR_BUFFER_BIT) 20613 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 20616 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20617 glViewport(x = 0, y = 0, width = 678, height = 667) 20618 glUseProgram(program = 0) 20619 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 20620 glEnable(cap = GL_BLEND) 20621 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 20622 glClear(mask = GL_COLOR_BUFFER_BIT) 20623 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 20626 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20627 glFlush() 20629 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 20630 glGenTextures(n = 1, textures = &2) 20631 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 20632 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 678, height = 668, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 20633 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 20634 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 20635 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 20636 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 678) 20637 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 678, height = 668, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(1811616)) 20638 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 20639 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 20640 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 20641 glDisable(cap = GL_FRAMEBUFFER_SRGB) 20642 glDisable(cap = GL_SCISSOR_TEST) 20643 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20644 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 20645 glClear(mask = GL_COLOR_BUFFER_BIT) 20646 glDisable(cap = GL_SCISSOR_TEST) 20647 glDisable(cap = GL_CULL_FACE) 20648 glFrontFace(mode = GL_CCW) 20649 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 20650 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20651 glDisable(cap = GL_BLEND) 20652 glDisable(cap = GL_DEPTH_TEST) 20653 glDepthMask(flag = GL_FALSE) 20654 glDepthFunc(func = GL_LESS) 20655 glDisable(cap = GL_STENCIL_TEST) 20656 glDisable(cap = GL_POLYGON_OFFSET_FILL) 20657 glUseProgram(program = 1) 20658 glViewport(x = 0, y = 0, width = 678, height = 667) 20659 glDepthRange(zNear = 0, zFar = 1) 20660 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 20661 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 20662 glEnableVertexAttribArray(index = 0) 20663 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 20664 glEnableVertexAttribArray(index = 1) 20665 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20666 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 20667 glUniform1i(location = 3, v0 = 0) 20668 glActiveTexture(texture = GL_TEXTURE1) 20669 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 20670 glUniform1i(location = 4, v0 = 1) 20671 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 20672 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 20673 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 20674 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 20675 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 20676 glActiveTexture(texture = GL_TEXTURE0) 20677 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20678 glEnable(cap = GL_BLEND) 20679 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 20680 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 20681 glUseProgram(program = 5) 20682 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20683 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 20684 glUniform1i(location = 3, v0 = 1) 20685 glActiveTexture(texture = GL_TEXTURE1) 20686 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 20687 glUniform1i(location = 4, v0 = 1) 20688 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 20689 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 20690 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 20691 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 20692 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 20693 glActiveTexture(texture = GL_TEXTURE0) 20694 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20695 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 20698 glDeleteTextures(n = 1, textures = &3) 20699 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 20700 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 20701 glDisable(cap = GL_FRAMEBUFFER_SRGB) 20702 glDisable(cap = GL_SCISSOR_TEST) 20703 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20704 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 20705 glClear(mask = GL_COLOR_BUFFER_BIT) 20706 glDisable(cap = GL_SCISSOR_TEST) 20707 glDisable(cap = GL_CULL_FACE) 20708 glFrontFace(mode = GL_CCW) 20709 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 20710 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20711 glDisable(cap = GL_BLEND) 20712 glDisable(cap = GL_DEPTH_TEST) 20713 glDepthMask(flag = GL_FALSE) 20714 glDepthFunc(func = GL_LESS) 20715 glDisable(cap = GL_STENCIL_TEST) 20716 glDisable(cap = GL_POLYGON_OFFSET_FILL) 20717 glUseProgram(program = 1) 20718 glViewport(x = 0, y = 0, width = 678, height = 667) 20719 glDepthRange(zNear = 0, zFar = 1) 20720 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 20721 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 20722 glEnableVertexAttribArray(index = 0) 20723 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 20724 glEnableVertexAttribArray(index = 1) 20725 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20726 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 20727 glUniform1i(location = 3, v0 = 0) 20728 glActiveTexture(texture = GL_TEXTURE1) 20729 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 20730 glUniform1i(location = 4, v0 = 1) 20731 glActiveTexture(texture = GL_TEXTURE0) 20732 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20733 glEnable(cap = GL_BLEND) 20734 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 20735 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 20736 glUseProgram(program = 5) 20737 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20738 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 20739 glUniform1i(location = 3, v0 = 1) 20740 glActiveTexture(texture = GL_TEXTURE1) 20741 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 20742 glUniform1i(location = 4, v0 = 1) 20743 glActiveTexture(texture = GL_TEXTURE0) 20744 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20745 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 20748 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 20749 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 20750 glDisable(cap = GL_FRAMEBUFFER_SRGB) 20751 glDisable(cap = GL_SCISSOR_TEST) 20752 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20753 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 20754 glClear(mask = GL_COLOR_BUFFER_BIT) 20755 glDisable(cap = GL_SCISSOR_TEST) 20756 glDisable(cap = GL_CULL_FACE) 20757 glFrontFace(mode = GL_CCW) 20758 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 20759 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20760 glDisable(cap = GL_BLEND) 20761 glDisable(cap = GL_DEPTH_TEST) 20762 glDepthMask(flag = GL_FALSE) 20763 glDepthFunc(func = GL_LESS) 20764 glDisable(cap = GL_STENCIL_TEST) 20765 glDisable(cap = GL_POLYGON_OFFSET_FILL) 20766 glUseProgram(program = 1) 20767 glViewport(x = 0, y = 0, width = 678, height = 667) 20768 glDepthRange(zNear = 0, zFar = 1) 20769 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 20770 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 20771 glEnableVertexAttribArray(index = 0) 20772 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 20773 glEnableVertexAttribArray(index = 1) 20774 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20775 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 20776 glUniform1i(location = 3, v0 = 0) 20777 glActiveTexture(texture = GL_TEXTURE1) 20778 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 20779 glUniform1i(location = 4, v0 = 1) 20780 glActiveTexture(texture = GL_TEXTURE0) 20781 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20782 glEnable(cap = GL_BLEND) 20783 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 20784 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 20785 glUseProgram(program = 5) 20786 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20787 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 20788 glUniform1i(location = 3, v0 = 1) 20789 glActiveTexture(texture = GL_TEXTURE1) 20790 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 20791 glUniform1i(location = 4, v0 = 1) 20792 glActiveTexture(texture = GL_TEXTURE0) 20793 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20794 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 20796 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 20797 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 20798 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 20799 glDeleteTextures(n = 1, textures = &1) 20800 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 20801 glDeleteFramebuffers(n = 1, framebuffers = &1) 20802 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 20803 glGenFramebuffers(n = 1, framebuffers = &1) 20804 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20805 glGenTextures(n = 1, textures = &1) 20806 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 20807 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 20808 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 20809 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 20810 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 20811 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 677, height = 666, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 20812 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 20813 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 20814 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 20815 glGenRenderbuffers(n = 1, renderbuffers = &1) 20816 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 20817 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 677, height = 666) 20818 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 20819 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 20820 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 20821 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 20822 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20823 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 20825 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 20827 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 20828 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20831 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20832 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 20833 glViewport(x = 0, y = 0, width = 676, height = 666) 20834 glUseProgram(program = 0) 20835 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 20836 glEnable(cap = GL_BLEND) 20837 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 20838 glClear(mask = GL_COLOR_BUFFER_BIT) 20839 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 20842 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20843 glViewport(x = 0, y = 0, width = 676, height = 666) 20844 glUseProgram(program = 0) 20845 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 20846 glEnable(cap = GL_BLEND) 20847 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 20848 glClear(mask = GL_COLOR_BUFFER_BIT) 20849 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 20852 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 20853 glFlush() 20855 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 20856 glGenTextures(n = 1, textures = &3) 20857 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 20858 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 677, height = 666, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 20859 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 20860 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 20861 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 20862 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 677) 20863 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 677, height = 666, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(1803528)) 20864 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 20865 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 20866 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 20867 glDisable(cap = GL_FRAMEBUFFER_SRGB) 20868 glDisable(cap = GL_SCISSOR_TEST) 20869 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20870 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 20871 glClear(mask = GL_COLOR_BUFFER_BIT) 20872 glDisable(cap = GL_SCISSOR_TEST) 20873 glDisable(cap = GL_CULL_FACE) 20874 glFrontFace(mode = GL_CCW) 20875 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 20876 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20877 glDisable(cap = GL_BLEND) 20878 glDisable(cap = GL_DEPTH_TEST) 20879 glDepthMask(flag = GL_FALSE) 20880 glDepthFunc(func = GL_LESS) 20881 glDisable(cap = GL_STENCIL_TEST) 20882 glDisable(cap = GL_POLYGON_OFFSET_FILL) 20883 glUseProgram(program = 1) 20884 glViewport(x = 0, y = 0, width = 677, height = 666) 20885 glDepthRange(zNear = 0, zFar = 1) 20886 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 20887 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 20888 glEnableVertexAttribArray(index = 0) 20889 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 20890 glEnableVertexAttribArray(index = 1) 20891 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20892 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 20893 glUniform1i(location = 3, v0 = 0) 20894 glActiveTexture(texture = GL_TEXTURE1) 20895 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 20896 glUniform1i(location = 4, v0 = 1) 20897 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 20898 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 20899 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 20900 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 20901 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 20902 glActiveTexture(texture = GL_TEXTURE0) 20903 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20904 glEnable(cap = GL_BLEND) 20905 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 20906 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 20907 glUseProgram(program = 5) 20908 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20909 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 20910 glUniform1i(location = 3, v0 = 1) 20911 glActiveTexture(texture = GL_TEXTURE1) 20912 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 20913 glUniform1i(location = 4, v0 = 1) 20914 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 20915 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 20916 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 20917 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 20918 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 20919 glActiveTexture(texture = GL_TEXTURE0) 20920 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20921 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 20924 glDeleteTextures(n = 1, textures = &2) 20925 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 20926 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 20927 glDisable(cap = GL_FRAMEBUFFER_SRGB) 20928 glDisable(cap = GL_SCISSOR_TEST) 20929 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20930 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 20931 glClear(mask = GL_COLOR_BUFFER_BIT) 20932 glDisable(cap = GL_SCISSOR_TEST) 20933 glDisable(cap = GL_CULL_FACE) 20934 glFrontFace(mode = GL_CCW) 20935 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 20936 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20937 glDisable(cap = GL_BLEND) 20938 glDisable(cap = GL_DEPTH_TEST) 20939 glDepthMask(flag = GL_FALSE) 20940 glDepthFunc(func = GL_LESS) 20941 glDisable(cap = GL_STENCIL_TEST) 20942 glDisable(cap = GL_POLYGON_OFFSET_FILL) 20943 glUseProgram(program = 1) 20944 glViewport(x = 0, y = 0, width = 677, height = 666) 20945 glDepthRange(zNear = 0, zFar = 1) 20946 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 20947 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 20948 glEnableVertexAttribArray(index = 0) 20949 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 20950 glEnableVertexAttribArray(index = 1) 20951 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20952 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 20953 glUniform1i(location = 3, v0 = 0) 20954 glActiveTexture(texture = GL_TEXTURE1) 20955 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 20956 glUniform1i(location = 4, v0 = 1) 20957 glActiveTexture(texture = GL_TEXTURE0) 20958 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20959 glEnable(cap = GL_BLEND) 20960 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 20961 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 20962 glUseProgram(program = 5) 20963 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 20964 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 20965 glUniform1i(location = 3, v0 = 1) 20966 glActiveTexture(texture = GL_TEXTURE1) 20967 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 20968 glUniform1i(location = 4, v0 = 1) 20969 glActiveTexture(texture = GL_TEXTURE0) 20970 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 20971 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 20974 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 20975 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 20976 glDisable(cap = GL_FRAMEBUFFER_SRGB) 20977 glDisable(cap = GL_SCISSOR_TEST) 20978 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20979 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 20980 glClear(mask = GL_COLOR_BUFFER_BIT) 20981 glDisable(cap = GL_SCISSOR_TEST) 20982 glDisable(cap = GL_CULL_FACE) 20983 glFrontFace(mode = GL_CCW) 20984 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 20985 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 20986 glDisable(cap = GL_BLEND) 20987 glDisable(cap = GL_DEPTH_TEST) 20988 glDepthMask(flag = GL_FALSE) 20989 glDepthFunc(func = GL_LESS) 20990 glDisable(cap = GL_STENCIL_TEST) 20991 glDisable(cap = GL_POLYGON_OFFSET_FILL) 20992 glUseProgram(program = 1) 20993 glViewport(x = 0, y = 0, width = 677, height = 666) 20994 glDepthRange(zNear = 0, zFar = 1) 20995 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 20996 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 20997 glEnableVertexAttribArray(index = 0) 20998 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 20999 glEnableVertexAttribArray(index = 1) 21000 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 21001 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 21002 glUniform1i(location = 3, v0 = 0) 21003 glActiveTexture(texture = GL_TEXTURE1) 21004 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 21005 glUniform1i(location = 4, v0 = 1) 21006 glActiveTexture(texture = GL_TEXTURE0) 21007 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 21008 glEnable(cap = GL_BLEND) 21009 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 21010 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 21011 glUseProgram(program = 5) 21012 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 21013 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 21014 glUniform1i(location = 3, v0 = 1) 21015 glActiveTexture(texture = GL_TEXTURE1) 21016 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 21017 glUniform1i(location = 4, v0 = 1) 21018 glActiveTexture(texture = GL_TEXTURE0) 21019 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 21020 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 21022 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 21023 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 21024 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 21025 glDeleteTextures(n = 1, textures = &1) 21026 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 21027 glDeleteFramebuffers(n = 1, framebuffers = &1) 21028 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 21029 glGenFramebuffers(n = 1, framebuffers = &1) 21030 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21031 glGenTextures(n = 1, textures = &1) 21032 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 21033 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 21034 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 21035 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 21036 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 21037 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 716, height = 726, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 21038 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 21039 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 21040 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 21041 glGenRenderbuffers(n = 1, renderbuffers = &1) 21042 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 21043 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 716, height = 726) 21044 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 21045 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 21046 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 21047 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 21048 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21049 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 21051 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 21053 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 21054 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21057 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21058 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 21059 glViewport(x = 0, y = 0, width = 715, height = 726) 21060 glUseProgram(program = 0) 21061 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 21062 glEnable(cap = GL_BLEND) 21063 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 21064 glClear(mask = GL_COLOR_BUFFER_BIT) 21065 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 21068 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21069 glViewport(x = 0, y = 0, width = 715, height = 726) 21070 glUseProgram(program = 0) 21071 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 21072 glEnable(cap = GL_BLEND) 21073 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 21074 glClear(mask = GL_COLOR_BUFFER_BIT) 21075 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 21078 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21079 glFlush() 21081 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 21082 glGenTextures(n = 1, textures = &2) 21083 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 21084 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 716, height = 726, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 21085 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 21086 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 21087 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 21088 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 716) 21089 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 716, height = 726, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(2079264)) 21090 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 21091 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 21092 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 21093 glDisable(cap = GL_FRAMEBUFFER_SRGB) 21094 glDisable(cap = GL_SCISSOR_TEST) 21095 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 21096 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 21097 glClear(mask = GL_COLOR_BUFFER_BIT) 21098 glDisable(cap = GL_SCISSOR_TEST) 21099 glDisable(cap = GL_CULL_FACE) 21100 glFrontFace(mode = GL_CCW) 21101 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 21102 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 21103 glDisable(cap = GL_BLEND) 21104 glDisable(cap = GL_DEPTH_TEST) 21105 glDepthMask(flag = GL_FALSE) 21106 glDepthFunc(func = GL_LESS) 21107 glDisable(cap = GL_STENCIL_TEST) 21108 glDisable(cap = GL_POLYGON_OFFSET_FILL) 21109 glUseProgram(program = 1) 21110 glViewport(x = 0, y = 0, width = 716, height = 726) 21111 glDepthRange(zNear = 0, zFar = 1) 21112 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 21113 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 21114 glEnableVertexAttribArray(index = 0) 21115 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 21116 glEnableVertexAttribArray(index = 1) 21117 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 21118 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 21119 glUniform1i(location = 3, v0 = 0) 21120 glActiveTexture(texture = GL_TEXTURE1) 21121 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 21122 glUniform1i(location = 4, v0 = 1) 21123 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 21124 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 21125 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 21126 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 21127 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 21128 glActiveTexture(texture = GL_TEXTURE0) 21129 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 21130 glEnable(cap = GL_BLEND) 21131 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 21132 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 21133 glUseProgram(program = 5) 21134 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 21135 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 21136 glUniform1i(location = 3, v0 = 1) 21137 glActiveTexture(texture = GL_TEXTURE1) 21138 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 21139 glUniform1i(location = 4, v0 = 1) 21140 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 21141 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 21142 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 21143 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 21144 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 21145 glActiveTexture(texture = GL_TEXTURE0) 21146 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 21147 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 21150 glDeleteTextures(n = 1, textures = &3) 21151 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 21152 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 21153 glDisable(cap = GL_FRAMEBUFFER_SRGB) 21154 glDisable(cap = GL_SCISSOR_TEST) 21155 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 21156 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 21157 glClear(mask = GL_COLOR_BUFFER_BIT) 21158 glDisable(cap = GL_SCISSOR_TEST) 21159 glDisable(cap = GL_CULL_FACE) 21160 glFrontFace(mode = GL_CCW) 21161 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 21162 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 21163 glDisable(cap = GL_BLEND) 21164 glDisable(cap = GL_DEPTH_TEST) 21165 glDepthMask(flag = GL_FALSE) 21166 glDepthFunc(func = GL_LESS) 21167 glDisable(cap = GL_STENCIL_TEST) 21168 glDisable(cap = GL_POLYGON_OFFSET_FILL) 21169 glUseProgram(program = 1) 21170 glViewport(x = 0, y = 0, width = 716, height = 726) 21171 glDepthRange(zNear = 0, zFar = 1) 21172 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 21173 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 21174 glEnableVertexAttribArray(index = 0) 21175 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 21176 glEnableVertexAttribArray(index = 1) 21177 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 21178 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 21179 glUniform1i(location = 3, v0 = 0) 21180 glActiveTexture(texture = GL_TEXTURE1) 21181 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 21182 glUniform1i(location = 4, v0 = 1) 21183 glActiveTexture(texture = GL_TEXTURE0) 21184 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 21185 glEnable(cap = GL_BLEND) 21186 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 21187 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 21188 glUseProgram(program = 5) 21189 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 21190 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 21191 glUniform1i(location = 3, v0 = 1) 21192 glActiveTexture(texture = GL_TEXTURE1) 21193 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 21194 glUniform1i(location = 4, v0 = 1) 21195 glActiveTexture(texture = GL_TEXTURE0) 21196 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 21197 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 21199 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 21200 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 21201 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 21202 glDeleteTextures(n = 1, textures = &1) 21203 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 21204 glDeleteFramebuffers(n = 1, framebuffers = &1) 21205 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 21206 glGenFramebuffers(n = 1, framebuffers = &1) 21207 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21208 glGenTextures(n = 1, textures = &1) 21209 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 21210 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 21211 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 21212 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 21213 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 21214 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 837, height = 854, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 21215 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 21216 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 21217 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 21218 glGenRenderbuffers(n = 1, renderbuffers = &1) 21219 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 21220 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 837, height = 854) 21221 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 21222 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 21223 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 21224 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 21225 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21226 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 21228 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 21230 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 21231 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21234 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21235 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 21236 glViewport(x = 0, y = 0, width = 837, height = 853) 21237 glUseProgram(program = 0) 21238 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 21239 glEnable(cap = GL_BLEND) 21240 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 21241 glClear(mask = GL_COLOR_BUFFER_BIT) 21242 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 21245 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21246 glViewport(x = 0, y = 0, width = 837, height = 853) 21247 glUseProgram(program = 0) 21248 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 21249 glEnable(cap = GL_BLEND) 21250 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 21251 glClear(mask = GL_COLOR_BUFFER_BIT) 21252 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 21255 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21256 glFlush() 21258 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 21259 glGenTextures(n = 1, textures = &3) 21260 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 21261 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 837, height = 854, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 21262 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 21263 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 21264 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 21265 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 837) 21266 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 837, height = 854, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(2859192)) 21267 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 21268 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 21269 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 21270 glDisable(cap = GL_FRAMEBUFFER_SRGB) 21271 glDisable(cap = GL_SCISSOR_TEST) 21272 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 21273 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 21274 glClear(mask = GL_COLOR_BUFFER_BIT) 21275 glDisable(cap = GL_SCISSOR_TEST) 21276 glDisable(cap = GL_CULL_FACE) 21277 glFrontFace(mode = GL_CCW) 21278 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 21279 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 21280 glDisable(cap = GL_BLEND) 21281 glDisable(cap = GL_DEPTH_TEST) 21282 glDepthMask(flag = GL_FALSE) 21283 glDepthFunc(func = GL_LESS) 21284 glDisable(cap = GL_STENCIL_TEST) 21285 glDisable(cap = GL_POLYGON_OFFSET_FILL) 21286 glUseProgram(program = 1) 21287 glViewport(x = 0, y = 0, width = 837, height = 853) 21288 glDepthRange(zNear = 0, zFar = 1) 21289 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 21290 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 21291 glEnableVertexAttribArray(index = 0) 21292 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 21293 glEnableVertexAttribArray(index = 1) 21294 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 21295 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 21296 glUniform1i(location = 3, v0 = 0) 21297 glActiveTexture(texture = GL_TEXTURE1) 21298 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 21299 glUniform1i(location = 4, v0 = 1) 21300 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 21301 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 21302 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 21303 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 21304 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 21305 glActiveTexture(texture = GL_TEXTURE0) 21306 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 21307 glEnable(cap = GL_BLEND) 21308 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 21309 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 21310 glUseProgram(program = 5) 21311 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 21312 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 21313 glUniform1i(location = 3, v0 = 1) 21314 glActiveTexture(texture = GL_TEXTURE1) 21315 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 21316 glUniform1i(location = 4, v0 = 1) 21317 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 21318 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 21319 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 21320 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 21321 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 21322 glActiveTexture(texture = GL_TEXTURE0) 21323 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 21324 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 21327 glDeleteTextures(n = 1, textures = &2) 21328 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 21329 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 21330 glDisable(cap = GL_FRAMEBUFFER_SRGB) 21331 glDisable(cap = GL_SCISSOR_TEST) 21332 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 21333 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 21334 glClear(mask = GL_COLOR_BUFFER_BIT) 21335 glDisable(cap = GL_SCISSOR_TEST) 21336 glDisable(cap = GL_CULL_FACE) 21337 glFrontFace(mode = GL_CCW) 21338 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 21339 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 21340 glDisable(cap = GL_BLEND) 21341 glDisable(cap = GL_DEPTH_TEST) 21342 glDepthMask(flag = GL_FALSE) 21343 glDepthFunc(func = GL_LESS) 21344 glDisable(cap = GL_STENCIL_TEST) 21345 glDisable(cap = GL_POLYGON_OFFSET_FILL) 21346 glUseProgram(program = 1) 21347 glViewport(x = 0, y = 0, width = 837, height = 853) 21348 glDepthRange(zNear = 0, zFar = 1) 21349 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 21350 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 21351 glEnableVertexAttribArray(index = 0) 21352 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 21353 glEnableVertexAttribArray(index = 1) 21354 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 21355 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 21356 glUniform1i(location = 3, v0 = 0) 21357 glActiveTexture(texture = GL_TEXTURE1) 21358 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 21359 glUniform1i(location = 4, v0 = 1) 21360 glActiveTexture(texture = GL_TEXTURE0) 21361 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 21362 glEnable(cap = GL_BLEND) 21363 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 21364 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 21365 glUseProgram(program = 5) 21366 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 21367 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 21368 glUniform1i(location = 3, v0 = 1) 21369 glActiveTexture(texture = GL_TEXTURE1) 21370 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 21371 glUniform1i(location = 4, v0 = 1) 21372 glActiveTexture(texture = GL_TEXTURE0) 21373 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 21374 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 21376 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 21377 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 21378 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 21379 glDeleteTextures(n = 1, textures = &1) 21380 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 21381 glDeleteFramebuffers(n = 1, framebuffers = &1) 21382 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 21383 glGenFramebuffers(n = 1, framebuffers = &1) 21384 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21385 glGenTextures(n = 1, textures = &1) 21386 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 21387 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 21388 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 21389 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 21390 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 21391 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 1016, height = 983, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 21392 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 21393 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 21394 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 21395 glGenRenderbuffers(n = 1, renderbuffers = &1) 21396 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 21397 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 1016, height = 983) 21398 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 21399 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 21400 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 21401 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 21402 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21403 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 21405 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 21407 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 21408 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21411 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21412 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 21413 glViewport(x = 0, y = 0, width = 1015, height = 982) 21414 glUseProgram(program = 0) 21415 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 21416 glEnable(cap = GL_BLEND) 21417 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 21418 glClear(mask = GL_COLOR_BUFFER_BIT) 21419 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 21422 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21423 glViewport(x = 0, y = 0, width = 1015, height = 982) 21424 glUseProgram(program = 0) 21425 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 21426 glEnable(cap = GL_BLEND) 21427 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 21428 glClear(mask = GL_COLOR_BUFFER_BIT) 21429 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 21432 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21433 glFlush() 21435 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 21436 glGenTextures(n = 1, textures = &2) 21437 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 21438 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 1016, height = 983, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 21439 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 21440 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 21441 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 21442 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 1016) 21443 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 1016, height = 983, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(3994912)) 21444 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 21445 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 21446 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 21447 glDisable(cap = GL_FRAMEBUFFER_SRGB) 21448 glDisable(cap = GL_SCISSOR_TEST) 21449 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 21450 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 21451 glClear(mask = GL_COLOR_BUFFER_BIT) 21452 glDisable(cap = GL_SCISSOR_TEST) 21453 glDisable(cap = GL_CULL_FACE) 21454 glFrontFace(mode = GL_CCW) 21455 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 21456 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 21457 glDisable(cap = GL_BLEND) 21458 glDisable(cap = GL_DEPTH_TEST) 21459 glDepthMask(flag = GL_FALSE) 21460 glDepthFunc(func = GL_LESS) 21461 glDisable(cap = GL_STENCIL_TEST) 21462 glDisable(cap = GL_POLYGON_OFFSET_FILL) 21463 glUseProgram(program = 1) 21464 glViewport(x = 0, y = 0, width = 1015, height = 983) 21465 glDepthRange(zNear = 0, zFar = 1) 21466 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 21467 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 21468 glEnableVertexAttribArray(index = 0) 21469 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 21470 glEnableVertexAttribArray(index = 1) 21471 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 21472 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 21473 glUniform1i(location = 3, v0 = 0) 21474 glActiveTexture(texture = GL_TEXTURE1) 21475 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 21476 glUniform1i(location = 4, v0 = 1) 21477 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 21478 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 21479 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 21480 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 21481 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 21482 glActiveTexture(texture = GL_TEXTURE0) 21483 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 21484 glEnable(cap = GL_BLEND) 21485 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 21486 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 21487 glUseProgram(program = 5) 21488 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 21489 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 21490 glUniform1i(location = 3, v0 = 1) 21491 glActiveTexture(texture = GL_TEXTURE1) 21492 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 21493 glUniform1i(location = 4, v0 = 1) 21494 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 21495 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 21496 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 21497 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 21498 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 21499 glActiveTexture(texture = GL_TEXTURE0) 21500 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 21501 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 21504 glDeleteTextures(n = 1, textures = &3) 21505 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 21506 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 21507 glDisable(cap = GL_FRAMEBUFFER_SRGB) 21508 glDisable(cap = GL_SCISSOR_TEST) 21509 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 21510 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 21511 glClear(mask = GL_COLOR_BUFFER_BIT) 21512 glDisable(cap = GL_SCISSOR_TEST) 21513 glDisable(cap = GL_CULL_FACE) 21514 glFrontFace(mode = GL_CCW) 21515 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 21516 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 21517 glDisable(cap = GL_BLEND) 21518 glDisable(cap = GL_DEPTH_TEST) 21519 glDepthMask(flag = GL_FALSE) 21520 glDepthFunc(func = GL_LESS) 21521 glDisable(cap = GL_STENCIL_TEST) 21522 glDisable(cap = GL_POLYGON_OFFSET_FILL) 21523 glUseProgram(program = 1) 21524 glViewport(x = 0, y = 0, width = 1015, height = 983) 21525 glDepthRange(zNear = 0, zFar = 1) 21526 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 21527 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 21528 glEnableVertexAttribArray(index = 0) 21529 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 21530 glEnableVertexAttribArray(index = 1) 21531 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 21532 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 21533 glUniform1i(location = 3, v0 = 0) 21534 glActiveTexture(texture = GL_TEXTURE1) 21535 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 21536 glUniform1i(location = 4, v0 = 1) 21537 glActiveTexture(texture = GL_TEXTURE0) 21538 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 21539 glEnable(cap = GL_BLEND) 21540 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 21541 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 21542 glUseProgram(program = 5) 21543 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 21544 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 21545 glUniform1i(location = 3, v0 = 1) 21546 glActiveTexture(texture = GL_TEXTURE1) 21547 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 21548 glUniform1i(location = 4, v0 = 1) 21549 glActiveTexture(texture = GL_TEXTURE0) 21550 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 21551 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 21553 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 21554 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 21555 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 21556 glDeleteTextures(n = 1, textures = &1) 21557 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 21558 glDeleteFramebuffers(n = 1, framebuffers = &1) 21559 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 21560 glGenFramebuffers(n = 1, framebuffers = &1) 21561 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21562 glGenTextures(n = 1, textures = &1) 21563 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 21564 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 21565 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 21566 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 21567 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 21568 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 1176, height = 1067, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 21569 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 21570 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 21571 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 21572 glGenRenderbuffers(n = 1, renderbuffers = &1) 21573 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 21574 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 1176, height = 1067) 21575 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 21576 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 21577 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 21578 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 21579 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21580 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 21582 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 21584 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 21585 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21588 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21589 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 21590 glViewport(x = 0, y = 0, width = 1176, height = 1066) 21591 glUseProgram(program = 0) 21592 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 21593 glEnable(cap = GL_BLEND) 21594 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 21595 glClear(mask = GL_COLOR_BUFFER_BIT) 21596 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 21599 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21600 glViewport(x = 0, y = 0, width = 1176, height = 1066) 21601 glUseProgram(program = 0) 21602 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 21603 glEnable(cap = GL_BLEND) 21604 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 21605 glClear(mask = GL_COLOR_BUFFER_BIT) 21606 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 21609 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21610 glFlush() 21612 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 21613 glGenTextures(n = 1, textures = &3) 21614 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 21615 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 1176, height = 1067, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 21616 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 21617 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 21618 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 21619 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 1176) 21620 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 1176, height = 1067, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(5019168)) 21621 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 21622 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 21623 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 21624 glDisable(cap = GL_FRAMEBUFFER_SRGB) 21625 glDisable(cap = GL_SCISSOR_TEST) 21626 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 21627 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 21628 glClear(mask = GL_COLOR_BUFFER_BIT) 21629 glDisable(cap = GL_SCISSOR_TEST) 21630 glDisable(cap = GL_CULL_FACE) 21631 glFrontFace(mode = GL_CCW) 21632 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 21633 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 21634 glDisable(cap = GL_BLEND) 21635 glDisable(cap = GL_DEPTH_TEST) 21636 glDepthMask(flag = GL_FALSE) 21637 glDepthFunc(func = GL_LESS) 21638 glDisable(cap = GL_STENCIL_TEST) 21639 glDisable(cap = GL_POLYGON_OFFSET_FILL) 21640 glUseProgram(program = 1) 21641 glViewport(x = 0, y = 0, width = 1176, height = 1067) 21642 glDepthRange(zNear = 0, zFar = 1) 21643 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 21644 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 21645 glEnableVertexAttribArray(index = 0) 21646 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 21647 glEnableVertexAttribArray(index = 1) 21648 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 21649 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 21650 glUniform1i(location = 3, v0 = 0) 21651 glActiveTexture(texture = GL_TEXTURE1) 21652 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 21653 glUniform1i(location = 4, v0 = 1) 21654 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 21655 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 21656 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 21657 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 21658 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 21659 glActiveTexture(texture = GL_TEXTURE0) 21660 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 21661 glEnable(cap = GL_BLEND) 21662 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 21663 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 21664 glUseProgram(program = 5) 21665 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 21666 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 21667 glUniform1i(location = 3, v0 = 1) 21668 glActiveTexture(texture = GL_TEXTURE1) 21669 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 21670 glUniform1i(location = 4, v0 = 1) 21671 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 21672 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 21673 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 21674 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 21675 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 21676 glActiveTexture(texture = GL_TEXTURE0) 21677 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 21678 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 21681 glDeleteTextures(n = 1, textures = &2) 21682 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 21683 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 21684 glDisable(cap = GL_FRAMEBUFFER_SRGB) 21685 glDisable(cap = GL_SCISSOR_TEST) 21686 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 21687 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 21688 glClear(mask = GL_COLOR_BUFFER_BIT) 21689 glDisable(cap = GL_SCISSOR_TEST) 21690 glDisable(cap = GL_CULL_FACE) 21691 glFrontFace(mode = GL_CCW) 21692 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 21693 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 21694 glDisable(cap = GL_BLEND) 21695 glDisable(cap = GL_DEPTH_TEST) 21696 glDepthMask(flag = GL_FALSE) 21697 glDepthFunc(func = GL_LESS) 21698 glDisable(cap = GL_STENCIL_TEST) 21699 glDisable(cap = GL_POLYGON_OFFSET_FILL) 21700 glUseProgram(program = 1) 21701 glViewport(x = 0, y = 0, width = 1176, height = 1067) 21702 glDepthRange(zNear = 0, zFar = 1) 21703 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 21704 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 21705 glEnableVertexAttribArray(index = 0) 21706 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 21707 glEnableVertexAttribArray(index = 1) 21708 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 21709 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 21710 glUniform1i(location = 3, v0 = 0) 21711 glActiveTexture(texture = GL_TEXTURE1) 21712 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 21713 glUniform1i(location = 4, v0 = 1) 21714 glActiveTexture(texture = GL_TEXTURE0) 21715 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 21716 glEnable(cap = GL_BLEND) 21717 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 21718 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 21719 glUseProgram(program = 5) 21720 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 21721 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 21722 glUniform1i(location = 3, v0 = 1) 21723 glActiveTexture(texture = GL_TEXTURE1) 21724 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 21725 glUniform1i(location = 4, v0 = 1) 21726 glActiveTexture(texture = GL_TEXTURE0) 21727 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 21728 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 21730 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 21731 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 21732 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 21733 glDeleteTextures(n = 1, textures = &1) 21734 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 21735 glDeleteFramebuffers(n = 1, framebuffers = &1) 21736 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 21737 glGenFramebuffers(n = 1, framebuffers = &1) 21738 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21739 glGenTextures(n = 1, textures = &1) 21740 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 21741 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 21742 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 21743 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 21744 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 21745 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 1343, height = 1148, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 21746 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 21747 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 21748 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 21749 glGenRenderbuffers(n = 1, renderbuffers = &1) 21750 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 21751 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 1343, height = 1148) 21752 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 21753 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 21754 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 21755 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 21756 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21757 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 21759 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 21761 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 21762 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21765 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21766 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 21767 glViewport(x = 0, y = 0, width = 1342, height = 1147) 21768 glUseProgram(program = 0) 21769 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 21770 glEnable(cap = GL_BLEND) 21771 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 21772 glClear(mask = GL_COLOR_BUFFER_BIT) 21773 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 21776 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21777 glViewport(x = 0, y = 0, width = 1342, height = 1147) 21778 glUseProgram(program = 0) 21779 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 21780 glEnable(cap = GL_BLEND) 21781 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 21782 glClear(mask = GL_COLOR_BUFFER_BIT) 21783 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 21786 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21787 glFlush() 21789 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 21790 glGenTextures(n = 1, textures = &2) 21791 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 21792 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 1343, height = 1148, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 21793 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 21794 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 21795 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 21796 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 1343) 21797 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 1343, height = 1148, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(6167056)) 21798 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 21799 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 21800 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 21801 glDisable(cap = GL_FRAMEBUFFER_SRGB) 21802 glDisable(cap = GL_SCISSOR_TEST) 21803 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 21804 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 21805 glClear(mask = GL_COLOR_BUFFER_BIT) 21806 glDisable(cap = GL_SCISSOR_TEST) 21807 glDisable(cap = GL_CULL_FACE) 21808 glFrontFace(mode = GL_CCW) 21809 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 21810 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 21811 glDisable(cap = GL_BLEND) 21812 glDisable(cap = GL_DEPTH_TEST) 21813 glDepthMask(flag = GL_FALSE) 21814 glDepthFunc(func = GL_LESS) 21815 glDisable(cap = GL_STENCIL_TEST) 21816 glDisable(cap = GL_POLYGON_OFFSET_FILL) 21817 glUseProgram(program = 1) 21818 glViewport(x = 0, y = 0, width = 1343, height = 1147) 21819 glDepthRange(zNear = 0, zFar = 1) 21820 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 21821 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 21822 glEnableVertexAttribArray(index = 0) 21823 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 21824 glEnableVertexAttribArray(index = 1) 21825 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 21826 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 21827 glUniform1i(location = 3, v0 = 0) 21828 glActiveTexture(texture = GL_TEXTURE1) 21829 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 21830 glUniform1i(location = 4, v0 = 1) 21831 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 21832 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 21833 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 21834 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 21835 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 21836 glActiveTexture(texture = GL_TEXTURE0) 21837 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 21838 glEnable(cap = GL_BLEND) 21839 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 21840 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 21841 glUseProgram(program = 5) 21842 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 21843 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 21844 glUniform1i(location = 3, v0 = 1) 21845 glActiveTexture(texture = GL_TEXTURE1) 21846 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 21847 glUniform1i(location = 4, v0 = 1) 21848 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 21849 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 21850 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 21851 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 21852 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 21853 glActiveTexture(texture = GL_TEXTURE0) 21854 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 21855 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 21858 glDeleteTextures(n = 1, textures = &3) 21859 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 21860 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 21861 glDisable(cap = GL_FRAMEBUFFER_SRGB) 21862 glDisable(cap = GL_SCISSOR_TEST) 21863 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 21864 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 21865 glClear(mask = GL_COLOR_BUFFER_BIT) 21866 glDisable(cap = GL_SCISSOR_TEST) 21867 glDisable(cap = GL_CULL_FACE) 21868 glFrontFace(mode = GL_CCW) 21869 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 21870 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 21871 glDisable(cap = GL_BLEND) 21872 glDisable(cap = GL_DEPTH_TEST) 21873 glDepthMask(flag = GL_FALSE) 21874 glDepthFunc(func = GL_LESS) 21875 glDisable(cap = GL_STENCIL_TEST) 21876 glDisable(cap = GL_POLYGON_OFFSET_FILL) 21877 glUseProgram(program = 1) 21878 glViewport(x = 0, y = 0, width = 1343, height = 1147) 21879 glDepthRange(zNear = 0, zFar = 1) 21880 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 21881 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 21882 glEnableVertexAttribArray(index = 0) 21883 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 21884 glEnableVertexAttribArray(index = 1) 21885 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 21886 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 21887 glUniform1i(location = 3, v0 = 0) 21888 glActiveTexture(texture = GL_TEXTURE1) 21889 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 21890 glUniform1i(location = 4, v0 = 1) 21891 glActiveTexture(texture = GL_TEXTURE0) 21892 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 21893 glEnable(cap = GL_BLEND) 21894 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 21895 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 21896 glUseProgram(program = 5) 21897 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 21898 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 21899 glUniform1i(location = 3, v0 = 1) 21900 glActiveTexture(texture = GL_TEXTURE1) 21901 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 21902 glUniform1i(location = 4, v0 = 1) 21903 glActiveTexture(texture = GL_TEXTURE0) 21904 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 21905 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 21907 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 21908 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 21909 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 21910 glDeleteTextures(n = 1, textures = &1) 21911 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 21912 glDeleteFramebuffers(n = 1, framebuffers = &1) 21913 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 21914 glGenFramebuffers(n = 1, framebuffers = &1) 21915 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21916 glGenTextures(n = 1, textures = &1) 21917 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 21918 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 21919 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 21920 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 21921 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 21922 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 1418, height = 1184, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 21923 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 21924 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 21925 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 21926 glGenRenderbuffers(n = 1, renderbuffers = &1) 21927 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 21928 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 1418, height = 1184) 21929 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 21930 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 21931 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 21932 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 21933 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21934 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 21936 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 21938 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 21939 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21942 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21943 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 21944 glViewport(x = 0, y = 0, width = 1417, height = 1183) 21945 glUseProgram(program = 0) 21946 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 21947 glEnable(cap = GL_BLEND) 21948 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 21949 glClear(mask = GL_COLOR_BUFFER_BIT) 21950 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 21953 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21954 glViewport(x = 0, y = 0, width = 1417, height = 1183) 21955 glUseProgram(program = 0) 21956 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 21957 glEnable(cap = GL_BLEND) 21958 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 21959 glClear(mask = GL_COLOR_BUFFER_BIT) 21960 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 21963 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 21964 glFlush() 21966 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 21967 glGenTextures(n = 1, textures = &3) 21968 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 21969 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 1418, height = 1184, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 21970 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 21971 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 21972 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 21973 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 1418) 21974 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 1418, height = 1184, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(6715648)) 21975 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 21976 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 21977 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 21978 glDisable(cap = GL_FRAMEBUFFER_SRGB) 21979 glDisable(cap = GL_SCISSOR_TEST) 21980 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 21981 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 21982 glClear(mask = GL_COLOR_BUFFER_BIT) 21983 glDisable(cap = GL_SCISSOR_TEST) 21984 glDisable(cap = GL_CULL_FACE) 21985 glFrontFace(mode = GL_CCW) 21986 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 21987 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 21988 glDisable(cap = GL_BLEND) 21989 glDisable(cap = GL_DEPTH_TEST) 21990 glDepthMask(flag = GL_FALSE) 21991 glDepthFunc(func = GL_LESS) 21992 glDisable(cap = GL_STENCIL_TEST) 21993 glDisable(cap = GL_POLYGON_OFFSET_FILL) 21994 glUseProgram(program = 1) 21995 glViewport(x = 0, y = 0, width = 1418, height = 1183) 21996 glDepthRange(zNear = 0, zFar = 1) 21997 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 21998 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 21999 glEnableVertexAttribArray(index = 0) 22000 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 22001 glEnableVertexAttribArray(index = 1) 22002 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22003 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 22004 glUniform1i(location = 3, v0 = 0) 22005 glActiveTexture(texture = GL_TEXTURE1) 22006 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 22007 glUniform1i(location = 4, v0 = 1) 22008 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 22009 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 22010 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 22011 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 22012 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 22013 glActiveTexture(texture = GL_TEXTURE0) 22014 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22015 glEnable(cap = GL_BLEND) 22016 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 22017 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 22018 glUseProgram(program = 5) 22019 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22020 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 22021 glUniform1i(location = 3, v0 = 1) 22022 glActiveTexture(texture = GL_TEXTURE1) 22023 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 22024 glUniform1i(location = 4, v0 = 1) 22025 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 22026 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 22027 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 22028 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 22029 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 22030 glActiveTexture(texture = GL_TEXTURE0) 22031 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22032 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 22035 glDeleteTextures(n = 1, textures = &2) 22036 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 22037 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 22038 glDisable(cap = GL_FRAMEBUFFER_SRGB) 22039 glDisable(cap = GL_SCISSOR_TEST) 22040 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22041 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 22042 glClear(mask = GL_COLOR_BUFFER_BIT) 22043 glDisable(cap = GL_SCISSOR_TEST) 22044 glDisable(cap = GL_CULL_FACE) 22045 glFrontFace(mode = GL_CCW) 22046 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 22047 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22048 glDisable(cap = GL_BLEND) 22049 glDisable(cap = GL_DEPTH_TEST) 22050 glDepthMask(flag = GL_FALSE) 22051 glDepthFunc(func = GL_LESS) 22052 glDisable(cap = GL_STENCIL_TEST) 22053 glDisable(cap = GL_POLYGON_OFFSET_FILL) 22054 glUseProgram(program = 1) 22055 glViewport(x = 0, y = 0, width = 1418, height = 1183) 22056 glDepthRange(zNear = 0, zFar = 1) 22057 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 22058 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 22059 glEnableVertexAttribArray(index = 0) 22060 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 22061 glEnableVertexAttribArray(index = 1) 22062 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22063 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 22064 glUniform1i(location = 3, v0 = 0) 22065 glActiveTexture(texture = GL_TEXTURE1) 22066 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 22067 glUniform1i(location = 4, v0 = 1) 22068 glActiveTexture(texture = GL_TEXTURE0) 22069 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22070 glEnable(cap = GL_BLEND) 22071 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 22072 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 22073 glUseProgram(program = 5) 22074 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22075 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 22076 glUniform1i(location = 3, v0 = 1) 22077 glActiveTexture(texture = GL_TEXTURE1) 22078 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 22079 glUniform1i(location = 4, v0 = 1) 22080 glActiveTexture(texture = GL_TEXTURE0) 22081 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22082 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 22084 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 22085 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 22086 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 22087 glDeleteTextures(n = 1, textures = &1) 22088 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 22089 glDeleteFramebuffers(n = 1, framebuffers = &1) 22090 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 22091 glGenFramebuffers(n = 1, framebuffers = &1) 22092 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22093 glGenTextures(n = 1, textures = &1) 22094 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 22095 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 22096 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 22097 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 22098 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 22099 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 1478, height = 1202, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 22100 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 22101 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 22102 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 22103 glGenRenderbuffers(n = 1, renderbuffers = &1) 22104 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 22105 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 1478, height = 1202) 22106 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 22107 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 22108 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 22109 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 22110 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22111 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 22113 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 22115 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 22116 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22119 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22120 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 22121 glViewport(x = 0, y = 0, width = 1477, height = 1201) 22122 glUseProgram(program = 0) 22123 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 22124 glEnable(cap = GL_BLEND) 22125 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 22126 glClear(mask = GL_COLOR_BUFFER_BIT) 22127 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 22130 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22131 glViewport(x = 0, y = 0, width = 1477, height = 1201) 22132 glUseProgram(program = 0) 22133 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 22134 glEnable(cap = GL_BLEND) 22135 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 22136 glClear(mask = GL_COLOR_BUFFER_BIT) 22137 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 22140 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22141 glFlush() 22143 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 22144 glGenTextures(n = 1, textures = &2) 22145 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 22146 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 1478, height = 1202, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 22147 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 22148 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 22149 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 22150 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 1478) 22151 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 1478, height = 1202, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(7106224)) 22152 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 22153 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 22154 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 22155 glDisable(cap = GL_FRAMEBUFFER_SRGB) 22156 glDisable(cap = GL_SCISSOR_TEST) 22157 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22158 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 22159 glClear(mask = GL_COLOR_BUFFER_BIT) 22160 glDisable(cap = GL_SCISSOR_TEST) 22161 glDisable(cap = GL_CULL_FACE) 22162 glFrontFace(mode = GL_CCW) 22163 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 22164 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22165 glDisable(cap = GL_BLEND) 22166 glDisable(cap = GL_DEPTH_TEST) 22167 glDepthMask(flag = GL_FALSE) 22168 glDepthFunc(func = GL_LESS) 22169 glDisable(cap = GL_STENCIL_TEST) 22170 glDisable(cap = GL_POLYGON_OFFSET_FILL) 22171 glUseProgram(program = 1) 22172 glViewport(x = 0, y = 0, width = 1478, height = 1202) 22173 glDepthRange(zNear = 0, zFar = 1) 22174 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 22175 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 22176 glEnableVertexAttribArray(index = 0) 22177 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 22178 glEnableVertexAttribArray(index = 1) 22179 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22180 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 22181 glUniform1i(location = 3, v0 = 0) 22182 glActiveTexture(texture = GL_TEXTURE1) 22183 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 22184 glUniform1i(location = 4, v0 = 1) 22185 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 22186 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 22187 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 22188 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 22189 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 22190 glActiveTexture(texture = GL_TEXTURE0) 22191 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22192 glEnable(cap = GL_BLEND) 22193 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 22194 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 22195 glUseProgram(program = 5) 22196 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22197 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 22198 glUniform1i(location = 3, v0 = 1) 22199 glActiveTexture(texture = GL_TEXTURE1) 22200 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 22201 glUniform1i(location = 4, v0 = 1) 22202 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 22203 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 22204 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 22205 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 22206 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 22207 glActiveTexture(texture = GL_TEXTURE0) 22208 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22209 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 22212 glDeleteTextures(n = 1, textures = &3) 22213 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 22214 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 22215 glDisable(cap = GL_FRAMEBUFFER_SRGB) 22216 glDisable(cap = GL_SCISSOR_TEST) 22217 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22218 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 22219 glClear(mask = GL_COLOR_BUFFER_BIT) 22220 glDisable(cap = GL_SCISSOR_TEST) 22221 glDisable(cap = GL_CULL_FACE) 22222 glFrontFace(mode = GL_CCW) 22223 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 22224 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22225 glDisable(cap = GL_BLEND) 22226 glDisable(cap = GL_DEPTH_TEST) 22227 glDepthMask(flag = GL_FALSE) 22228 glDepthFunc(func = GL_LESS) 22229 glDisable(cap = GL_STENCIL_TEST) 22230 glDisable(cap = GL_POLYGON_OFFSET_FILL) 22231 glUseProgram(program = 1) 22232 glViewport(x = 0, y = 0, width = 1478, height = 1202) 22233 glDepthRange(zNear = 0, zFar = 1) 22234 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 22235 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 22236 glEnableVertexAttribArray(index = 0) 22237 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 22238 glEnableVertexAttribArray(index = 1) 22239 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22240 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 22241 glUniform1i(location = 3, v0 = 0) 22242 glActiveTexture(texture = GL_TEXTURE1) 22243 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 22244 glUniform1i(location = 4, v0 = 1) 22245 glActiveTexture(texture = GL_TEXTURE0) 22246 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22247 glEnable(cap = GL_BLEND) 22248 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 22249 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 22250 glUseProgram(program = 5) 22251 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22252 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 22253 glUniform1i(location = 3, v0 = 1) 22254 glActiveTexture(texture = GL_TEXTURE1) 22255 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 22256 glUniform1i(location = 4, v0 = 1) 22257 glActiveTexture(texture = GL_TEXTURE0) 22258 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22259 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 22261 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 22262 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 22263 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 22264 glDeleteTextures(n = 1, textures = &1) 22265 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 22266 glDeleteFramebuffers(n = 1, framebuffers = &1) 22267 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 22268 glGenFramebuffers(n = 1, framebuffers = &1) 22269 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22270 glGenTextures(n = 1, textures = &1) 22271 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 22272 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 22273 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 22274 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 22275 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 22276 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 1490, height = 1203, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 22277 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 22278 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 22279 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 22280 glGenRenderbuffers(n = 1, renderbuffers = &1) 22281 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 22282 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 1490, height = 1203) 22283 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 22284 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 22285 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 22286 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 22287 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22288 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 22290 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 22292 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 22293 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22296 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22297 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 22298 glViewport(x = 0, y = 0, width = 1489, height = 1203) 22299 glUseProgram(program = 0) 22300 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 22301 glEnable(cap = GL_BLEND) 22302 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 22303 glClear(mask = GL_COLOR_BUFFER_BIT) 22304 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 22307 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22308 glViewport(x = 0, y = 0, width = 1489, height = 1203) 22309 glUseProgram(program = 0) 22310 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 22311 glEnable(cap = GL_BLEND) 22312 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 22313 glClear(mask = GL_COLOR_BUFFER_BIT) 22314 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 22317 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22318 glFlush() 22320 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 22321 glGenTextures(n = 1, textures = &3) 22322 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 22323 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 1490, height = 1203, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 22324 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 22325 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 22326 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 22327 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 1490) 22328 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 1490, height = 1203, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(7169880)) 22329 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 22330 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 22331 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 22332 glDisable(cap = GL_FRAMEBUFFER_SRGB) 22333 glDisable(cap = GL_SCISSOR_TEST) 22334 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22335 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 22336 glClear(mask = GL_COLOR_BUFFER_BIT) 22337 glDisable(cap = GL_SCISSOR_TEST) 22338 glDisable(cap = GL_CULL_FACE) 22339 glFrontFace(mode = GL_CCW) 22340 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 22341 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22342 glDisable(cap = GL_BLEND) 22343 glDisable(cap = GL_DEPTH_TEST) 22344 glDepthMask(flag = GL_FALSE) 22345 glDepthFunc(func = GL_LESS) 22346 glDisable(cap = GL_STENCIL_TEST) 22347 glDisable(cap = GL_POLYGON_OFFSET_FILL) 22348 glUseProgram(program = 1) 22349 glViewport(x = 0, y = 0, width = 1490, height = 1203) 22350 glDepthRange(zNear = 0, zFar = 1) 22351 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 22352 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 22353 glEnableVertexAttribArray(index = 0) 22354 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 22355 glEnableVertexAttribArray(index = 1) 22356 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22357 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 22358 glUniform1i(location = 3, v0 = 0) 22359 glActiveTexture(texture = GL_TEXTURE1) 22360 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 22361 glUniform1i(location = 4, v0 = 1) 22362 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 22363 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 22364 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 22365 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 22366 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 22367 glActiveTexture(texture = GL_TEXTURE0) 22368 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22369 glEnable(cap = GL_BLEND) 22370 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 22371 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 22372 glUseProgram(program = 5) 22373 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22374 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 22375 glUniform1i(location = 3, v0 = 1) 22376 glActiveTexture(texture = GL_TEXTURE1) 22377 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 22378 glUniform1i(location = 4, v0 = 1) 22379 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 22380 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 22381 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 22382 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 22383 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 22384 glActiveTexture(texture = GL_TEXTURE0) 22385 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22386 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 22389 glDeleteTextures(n = 1, textures = &2) 22390 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 22391 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 22392 glDisable(cap = GL_FRAMEBUFFER_SRGB) 22393 glDisable(cap = GL_SCISSOR_TEST) 22394 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22395 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 22396 glClear(mask = GL_COLOR_BUFFER_BIT) 22397 glDisable(cap = GL_SCISSOR_TEST) 22398 glDisable(cap = GL_CULL_FACE) 22399 glFrontFace(mode = GL_CCW) 22400 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 22401 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22402 glDisable(cap = GL_BLEND) 22403 glDisable(cap = GL_DEPTH_TEST) 22404 glDepthMask(flag = GL_FALSE) 22405 glDepthFunc(func = GL_LESS) 22406 glDisable(cap = GL_STENCIL_TEST) 22407 glDisable(cap = GL_POLYGON_OFFSET_FILL) 22408 glUseProgram(program = 1) 22409 glViewport(x = 0, y = 0, width = 1490, height = 1203) 22410 glDepthRange(zNear = 0, zFar = 1) 22411 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 22412 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 22413 glEnableVertexAttribArray(index = 0) 22414 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 22415 glEnableVertexAttribArray(index = 1) 22416 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22417 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 22418 glUniform1i(location = 3, v0 = 0) 22419 glActiveTexture(texture = GL_TEXTURE1) 22420 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 22421 glUniform1i(location = 4, v0 = 1) 22422 glActiveTexture(texture = GL_TEXTURE0) 22423 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22424 glEnable(cap = GL_BLEND) 22425 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 22426 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 22427 glUseProgram(program = 5) 22428 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22429 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 22430 glUniform1i(location = 3, v0 = 1) 22431 glActiveTexture(texture = GL_TEXTURE1) 22432 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 22433 glUniform1i(location = 4, v0 = 1) 22434 glActiveTexture(texture = GL_TEXTURE0) 22435 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22436 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 22438 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 22439 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 22440 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 22441 glDeleteTextures(n = 1, textures = &1) 22442 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 22443 glDeleteFramebuffers(n = 1, framebuffers = &1) 22444 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 22445 glGenFramebuffers(n = 1, framebuffers = &1) 22446 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22447 glGenTextures(n = 1, textures = &1) 22448 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 22449 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 22450 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 22451 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 22452 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 22453 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 1490, height = 1196, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 22454 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 22455 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 22456 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 22457 glGenRenderbuffers(n = 1, renderbuffers = &1) 22458 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 22459 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 1490, height = 1196) 22460 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 22461 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 22462 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 22463 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 22464 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22465 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 22467 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 22469 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 22470 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22473 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22474 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 22475 glViewport(x = 0, y = 0, width = 1489, height = 1195) 22476 glUseProgram(program = 0) 22477 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 22478 glEnable(cap = GL_BLEND) 22479 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 22480 glClear(mask = GL_COLOR_BUFFER_BIT) 22481 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 22484 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22485 glViewport(x = 0, y = 0, width = 1489, height = 1195) 22486 glUseProgram(program = 0) 22487 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 22488 glEnable(cap = GL_BLEND) 22489 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 22490 glClear(mask = GL_COLOR_BUFFER_BIT) 22491 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 22494 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22495 glFlush() 22497 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 22498 glGenTextures(n = 1, textures = &2) 22499 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 22500 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 1490, height = 1196, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 22501 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 22502 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 22503 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 22504 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 1490) 22505 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 1490, height = 1196, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(7128160)) 22506 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 22507 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 22508 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 22509 glDisable(cap = GL_FRAMEBUFFER_SRGB) 22510 glDisable(cap = GL_SCISSOR_TEST) 22511 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22512 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 22513 glClear(mask = GL_COLOR_BUFFER_BIT) 22514 glDisable(cap = GL_SCISSOR_TEST) 22515 glDisable(cap = GL_CULL_FACE) 22516 glFrontFace(mode = GL_CCW) 22517 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 22518 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22519 glDisable(cap = GL_BLEND) 22520 glDisable(cap = GL_DEPTH_TEST) 22521 glDepthMask(flag = GL_FALSE) 22522 glDepthFunc(func = GL_LESS) 22523 glDisable(cap = GL_STENCIL_TEST) 22524 glDisable(cap = GL_POLYGON_OFFSET_FILL) 22525 glUseProgram(program = 1) 22526 glViewport(x = 0, y = 0, width = 1490, height = 1195) 22527 glDepthRange(zNear = 0, zFar = 1) 22528 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 22529 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 22530 glEnableVertexAttribArray(index = 0) 22531 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 22532 glEnableVertexAttribArray(index = 1) 22533 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22534 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 22535 glUniform1i(location = 3, v0 = 0) 22536 glActiveTexture(texture = GL_TEXTURE1) 22537 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 22538 glUniform1i(location = 4, v0 = 1) 22539 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 22540 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 22541 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 22542 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 22543 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 22544 glActiveTexture(texture = GL_TEXTURE0) 22545 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22546 glEnable(cap = GL_BLEND) 22547 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 22548 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 22549 glUseProgram(program = 5) 22550 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22551 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 22552 glUniform1i(location = 3, v0 = 1) 22553 glActiveTexture(texture = GL_TEXTURE1) 22554 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 22555 glUniform1i(location = 4, v0 = 1) 22556 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 22557 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 22558 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 22559 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 22560 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 22561 glActiveTexture(texture = GL_TEXTURE0) 22562 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22563 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 22566 glDeleteTextures(n = 1, textures = &3) 22567 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 22568 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 22569 glDisable(cap = GL_FRAMEBUFFER_SRGB) 22570 glDisable(cap = GL_SCISSOR_TEST) 22571 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22572 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 22573 glClear(mask = GL_COLOR_BUFFER_BIT) 22574 glDisable(cap = GL_SCISSOR_TEST) 22575 glDisable(cap = GL_CULL_FACE) 22576 glFrontFace(mode = GL_CCW) 22577 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 22578 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22579 glDisable(cap = GL_BLEND) 22580 glDisable(cap = GL_DEPTH_TEST) 22581 glDepthMask(flag = GL_FALSE) 22582 glDepthFunc(func = GL_LESS) 22583 glDisable(cap = GL_STENCIL_TEST) 22584 glDisable(cap = GL_POLYGON_OFFSET_FILL) 22585 glUseProgram(program = 1) 22586 glViewport(x = 0, y = 0, width = 1490, height = 1195) 22587 glDepthRange(zNear = 0, zFar = 1) 22588 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 22589 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 22590 glEnableVertexAttribArray(index = 0) 22591 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 22592 glEnableVertexAttribArray(index = 1) 22593 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22594 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 22595 glUniform1i(location = 3, v0 = 0) 22596 glActiveTexture(texture = GL_TEXTURE1) 22597 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 22598 glUniform1i(location = 4, v0 = 1) 22599 glActiveTexture(texture = GL_TEXTURE0) 22600 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22601 glEnable(cap = GL_BLEND) 22602 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 22603 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 22604 glUseProgram(program = 5) 22605 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22606 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 22607 glUniform1i(location = 3, v0 = 1) 22608 glActiveTexture(texture = GL_TEXTURE1) 22609 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 22610 glUniform1i(location = 4, v0 = 1) 22611 glActiveTexture(texture = GL_TEXTURE0) 22612 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22613 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 22616 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 22617 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 22618 glDisable(cap = GL_FRAMEBUFFER_SRGB) 22619 glDisable(cap = GL_SCISSOR_TEST) 22620 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22621 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 22622 glClear(mask = GL_COLOR_BUFFER_BIT) 22623 glDisable(cap = GL_SCISSOR_TEST) 22624 glDisable(cap = GL_CULL_FACE) 22625 glFrontFace(mode = GL_CCW) 22626 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 22627 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22628 glDisable(cap = GL_BLEND) 22629 glDisable(cap = GL_DEPTH_TEST) 22630 glDepthMask(flag = GL_FALSE) 22631 glDepthFunc(func = GL_LESS) 22632 glDisable(cap = GL_STENCIL_TEST) 22633 glDisable(cap = GL_POLYGON_OFFSET_FILL) 22634 glUseProgram(program = 1) 22635 glViewport(x = 0, y = 0, width = 1490, height = 1195) 22636 glDepthRange(zNear = 0, zFar = 1) 22637 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 22638 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 22639 glEnableVertexAttribArray(index = 0) 22640 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 22641 glEnableVertexAttribArray(index = 1) 22642 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22643 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 22644 glUniform1i(location = 3, v0 = 0) 22645 glActiveTexture(texture = GL_TEXTURE1) 22646 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 22647 glUniform1i(location = 4, v0 = 1) 22648 glActiveTexture(texture = GL_TEXTURE0) 22649 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22650 glEnable(cap = GL_BLEND) 22651 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 22652 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 22653 glUseProgram(program = 5) 22654 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22655 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 22656 glUniform1i(location = 3, v0 = 1) 22657 glActiveTexture(texture = GL_TEXTURE1) 22658 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 22659 glUniform1i(location = 4, v0 = 1) 22660 glActiveTexture(texture = GL_TEXTURE0) 22661 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22662 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 22664 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 22665 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 22666 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 22667 glDeleteTextures(n = 1, textures = &1) 22668 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 22669 glDeleteFramebuffers(n = 1, framebuffers = &1) 22670 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 22671 glGenFramebuffers(n = 1, framebuffers = &1) 22672 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22673 glGenTextures(n = 1, textures = &1) 22674 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 22675 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 22676 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 22677 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 22678 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 22679 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 1463, height = 1137, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 22680 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 22681 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 22682 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 22683 glGenRenderbuffers(n = 1, renderbuffers = &1) 22684 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 22685 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 1463, height = 1137) 22686 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 22687 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 22688 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 22689 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 22690 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22691 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 22693 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 22695 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 22696 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22699 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22700 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 22701 glViewport(x = 0, y = 0, width = 1462, height = 1137) 22702 glUseProgram(program = 0) 22703 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 22704 glEnable(cap = GL_BLEND) 22705 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 22706 glClear(mask = GL_COLOR_BUFFER_BIT) 22707 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 22710 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22711 glViewport(x = 0, y = 0, width = 1462, height = 1137) 22712 glUseProgram(program = 0) 22713 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 22714 glEnable(cap = GL_BLEND) 22715 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 22716 glClear(mask = GL_COLOR_BUFFER_BIT) 22717 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 22720 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22721 glFlush() 22723 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 22724 glGenTextures(n = 1, textures = &3) 22725 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 22726 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 1463, height = 1137, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 22727 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 22728 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 22729 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 22730 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 1463) 22731 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 1463, height = 1137, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(6653724)) 22732 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 22733 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 22734 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 22735 glDisable(cap = GL_FRAMEBUFFER_SRGB) 22736 glDisable(cap = GL_SCISSOR_TEST) 22737 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22738 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 22739 glClear(mask = GL_COLOR_BUFFER_BIT) 22740 glDisable(cap = GL_SCISSOR_TEST) 22741 glDisable(cap = GL_CULL_FACE) 22742 glFrontFace(mode = GL_CCW) 22743 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 22744 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22745 glDisable(cap = GL_BLEND) 22746 glDisable(cap = GL_DEPTH_TEST) 22747 glDepthMask(flag = GL_FALSE) 22748 glDepthFunc(func = GL_LESS) 22749 glDisable(cap = GL_STENCIL_TEST) 22750 glDisable(cap = GL_POLYGON_OFFSET_FILL) 22751 glUseProgram(program = 1) 22752 glViewport(x = 0, y = 0, width = 1462, height = 1137) 22753 glDepthRange(zNear = 0, zFar = 1) 22754 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 22755 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 22756 glEnableVertexAttribArray(index = 0) 22757 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 22758 glEnableVertexAttribArray(index = 1) 22759 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22760 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 22761 glUniform1i(location = 3, v0 = 0) 22762 glActiveTexture(texture = GL_TEXTURE1) 22763 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 22764 glUniform1i(location = 4, v0 = 1) 22765 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 22766 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 22767 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 22768 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 22769 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 22770 glActiveTexture(texture = GL_TEXTURE0) 22771 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22772 glEnable(cap = GL_BLEND) 22773 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 22774 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 22775 glUseProgram(program = 5) 22776 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22777 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 22778 glUniform1i(location = 3, v0 = 1) 22779 glActiveTexture(texture = GL_TEXTURE1) 22780 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 22781 glUniform1i(location = 4, v0 = 1) 22782 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 22783 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 22784 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 22785 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 22786 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 22787 glActiveTexture(texture = GL_TEXTURE0) 22788 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22789 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 22792 glDeleteTextures(n = 1, textures = &2) 22793 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 22794 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 22795 glDisable(cap = GL_FRAMEBUFFER_SRGB) 22796 glDisable(cap = GL_SCISSOR_TEST) 22797 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22798 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 22799 glClear(mask = GL_COLOR_BUFFER_BIT) 22800 glDisable(cap = GL_SCISSOR_TEST) 22801 glDisable(cap = GL_CULL_FACE) 22802 glFrontFace(mode = GL_CCW) 22803 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 22804 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22805 glDisable(cap = GL_BLEND) 22806 glDisable(cap = GL_DEPTH_TEST) 22807 glDepthMask(flag = GL_FALSE) 22808 glDepthFunc(func = GL_LESS) 22809 glDisable(cap = GL_STENCIL_TEST) 22810 glDisable(cap = GL_POLYGON_OFFSET_FILL) 22811 glUseProgram(program = 1) 22812 glViewport(x = 0, y = 0, width = 1462, height = 1137) 22813 glDepthRange(zNear = 0, zFar = 1) 22814 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 22815 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 22816 glEnableVertexAttribArray(index = 0) 22817 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 22818 glEnableVertexAttribArray(index = 1) 22819 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22820 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 22821 glUniform1i(location = 3, v0 = 0) 22822 glActiveTexture(texture = GL_TEXTURE1) 22823 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 22824 glUniform1i(location = 4, v0 = 1) 22825 glActiveTexture(texture = GL_TEXTURE0) 22826 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22827 glEnable(cap = GL_BLEND) 22828 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 22829 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 22830 glUseProgram(program = 5) 22831 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22832 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 22833 glUniform1i(location = 3, v0 = 1) 22834 glActiveTexture(texture = GL_TEXTURE1) 22835 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 22836 glUniform1i(location = 4, v0 = 1) 22837 glActiveTexture(texture = GL_TEXTURE0) 22838 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22839 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 22842 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 22843 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 22844 glDisable(cap = GL_FRAMEBUFFER_SRGB) 22845 glDisable(cap = GL_SCISSOR_TEST) 22846 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22847 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 22848 glClear(mask = GL_COLOR_BUFFER_BIT) 22849 glDisable(cap = GL_SCISSOR_TEST) 22850 glDisable(cap = GL_CULL_FACE) 22851 glFrontFace(mode = GL_CCW) 22852 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 22853 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22854 glDisable(cap = GL_BLEND) 22855 glDisable(cap = GL_DEPTH_TEST) 22856 glDepthMask(flag = GL_FALSE) 22857 glDepthFunc(func = GL_LESS) 22858 glDisable(cap = GL_STENCIL_TEST) 22859 glDisable(cap = GL_POLYGON_OFFSET_FILL) 22860 glUseProgram(program = 1) 22861 glViewport(x = 0, y = 0, width = 1462, height = 1137) 22862 glDepthRange(zNear = 0, zFar = 1) 22863 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 22864 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 22865 glEnableVertexAttribArray(index = 0) 22866 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 22867 glEnableVertexAttribArray(index = 1) 22868 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22869 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 22870 glUniform1i(location = 3, v0 = 0) 22871 glActiveTexture(texture = GL_TEXTURE1) 22872 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 22873 glUniform1i(location = 4, v0 = 1) 22874 glActiveTexture(texture = GL_TEXTURE0) 22875 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22876 glEnable(cap = GL_BLEND) 22877 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 22878 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 22879 glUseProgram(program = 5) 22880 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22881 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 22882 glUniform1i(location = 3, v0 = 1) 22883 glActiveTexture(texture = GL_TEXTURE1) 22884 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 22885 glUniform1i(location = 4, v0 = 1) 22886 glActiveTexture(texture = GL_TEXTURE0) 22887 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22888 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 22890 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 22891 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 22892 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 22893 glDeleteTextures(n = 1, textures = &1) 22894 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 22895 glDeleteFramebuffers(n = 1, framebuffers = &1) 22896 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 22897 glGenFramebuffers(n = 1, framebuffers = &1) 22898 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22899 glGenTextures(n = 1, textures = &1) 22900 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 22901 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 22902 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 22903 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 22904 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 22905 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 1193, height = 929, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 22906 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 22907 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 22908 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 22909 glGenRenderbuffers(n = 1, renderbuffers = &1) 22910 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 22911 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 1193, height = 929) 22912 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 22913 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 22914 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 22915 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 22916 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22917 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 22919 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 22921 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 22922 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22925 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22926 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 22927 glViewport(x = 0, y = 0, width = 1192, height = 928) 22928 glUseProgram(program = 0) 22929 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 22930 glEnable(cap = GL_BLEND) 22931 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 22932 glClear(mask = GL_COLOR_BUFFER_BIT) 22933 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 22936 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22937 glViewport(x = 0, y = 0, width = 1192, height = 928) 22938 glUseProgram(program = 0) 22939 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 22940 glEnable(cap = GL_BLEND) 22941 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 22942 glClear(mask = GL_COLOR_BUFFER_BIT) 22943 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 22946 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 22947 glFlush() 22949 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 22950 glGenTextures(n = 1, textures = &2) 22951 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 22952 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 1193, height = 929, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 22953 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 22954 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 22955 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 22956 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 1193) 22957 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 1193, height = 929, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(4433188)) 22958 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 22959 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 22960 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 22961 glDisable(cap = GL_FRAMEBUFFER_SRGB) 22962 glDisable(cap = GL_SCISSOR_TEST) 22963 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22964 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 22965 glClear(mask = GL_COLOR_BUFFER_BIT) 22966 glDisable(cap = GL_SCISSOR_TEST) 22967 glDisable(cap = GL_CULL_FACE) 22968 glFrontFace(mode = GL_CCW) 22969 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 22970 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 22971 glDisable(cap = GL_BLEND) 22972 glDisable(cap = GL_DEPTH_TEST) 22973 glDepthMask(flag = GL_FALSE) 22974 glDepthFunc(func = GL_LESS) 22975 glDisable(cap = GL_STENCIL_TEST) 22976 glDisable(cap = GL_POLYGON_OFFSET_FILL) 22977 glUseProgram(program = 1) 22978 glViewport(x = 0, y = 0, width = 1192, height = 929) 22979 glDepthRange(zNear = 0, zFar = 1) 22980 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 22981 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 22982 glEnableVertexAttribArray(index = 0) 22983 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 22984 glEnableVertexAttribArray(index = 1) 22985 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 22986 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 22987 glUniform1i(location = 3, v0 = 0) 22988 glActiveTexture(texture = GL_TEXTURE1) 22989 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 22990 glUniform1i(location = 4, v0 = 1) 22991 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 22992 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 22993 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 22994 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 22995 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 22996 glActiveTexture(texture = GL_TEXTURE0) 22997 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 22998 glEnable(cap = GL_BLEND) 22999 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 23000 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 23001 glUseProgram(program = 5) 23002 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23003 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 23004 glUniform1i(location = 3, v0 = 1) 23005 glActiveTexture(texture = GL_TEXTURE1) 23006 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 23007 glUniform1i(location = 4, v0 = 1) 23008 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 23009 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 23010 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 23011 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 23012 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 23013 glActiveTexture(texture = GL_TEXTURE0) 23014 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23015 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 23018 glDeleteTextures(n = 1, textures = &3) 23019 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 23020 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 23021 glDisable(cap = GL_FRAMEBUFFER_SRGB) 23022 glDisable(cap = GL_SCISSOR_TEST) 23023 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23024 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 23025 glClear(mask = GL_COLOR_BUFFER_BIT) 23026 glDisable(cap = GL_SCISSOR_TEST) 23027 glDisable(cap = GL_CULL_FACE) 23028 glFrontFace(mode = GL_CCW) 23029 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 23030 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23031 glDisable(cap = GL_BLEND) 23032 glDisable(cap = GL_DEPTH_TEST) 23033 glDepthMask(flag = GL_FALSE) 23034 glDepthFunc(func = GL_LESS) 23035 glDisable(cap = GL_STENCIL_TEST) 23036 glDisable(cap = GL_POLYGON_OFFSET_FILL) 23037 glUseProgram(program = 1) 23038 glViewport(x = 0, y = 0, width = 1192, height = 929) 23039 glDepthRange(zNear = 0, zFar = 1) 23040 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 23041 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 23042 glEnableVertexAttribArray(index = 0) 23043 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 23044 glEnableVertexAttribArray(index = 1) 23045 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23046 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 23047 glUniform1i(location = 3, v0 = 0) 23048 glActiveTexture(texture = GL_TEXTURE1) 23049 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 23050 glUniform1i(location = 4, v0 = 1) 23051 glActiveTexture(texture = GL_TEXTURE0) 23052 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23053 glEnable(cap = GL_BLEND) 23054 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 23055 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 23056 glUseProgram(program = 5) 23057 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23058 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 23059 glUniform1i(location = 3, v0 = 1) 23060 glActiveTexture(texture = GL_TEXTURE1) 23061 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 23062 glUniform1i(location = 4, v0 = 1) 23063 glActiveTexture(texture = GL_TEXTURE0) 23064 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23065 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 23068 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 23069 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 23070 glDisable(cap = GL_FRAMEBUFFER_SRGB) 23071 glDisable(cap = GL_SCISSOR_TEST) 23072 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23073 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 23074 glClear(mask = GL_COLOR_BUFFER_BIT) 23075 glDisable(cap = GL_SCISSOR_TEST) 23076 glDisable(cap = GL_CULL_FACE) 23077 glFrontFace(mode = GL_CCW) 23078 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 23079 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23080 glDisable(cap = GL_BLEND) 23081 glDisable(cap = GL_DEPTH_TEST) 23082 glDepthMask(flag = GL_FALSE) 23083 glDepthFunc(func = GL_LESS) 23084 glDisable(cap = GL_STENCIL_TEST) 23085 glDisable(cap = GL_POLYGON_OFFSET_FILL) 23086 glUseProgram(program = 1) 23087 glViewport(x = 0, y = 0, width = 1192, height = 929) 23088 glDepthRange(zNear = 0, zFar = 1) 23089 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 23090 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 23091 glEnableVertexAttribArray(index = 0) 23092 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 23093 glEnableVertexAttribArray(index = 1) 23094 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23095 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 23096 glUniform1i(location = 3, v0 = 0) 23097 glActiveTexture(texture = GL_TEXTURE1) 23098 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 23099 glUniform1i(location = 4, v0 = 1) 23100 glActiveTexture(texture = GL_TEXTURE0) 23101 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23102 glEnable(cap = GL_BLEND) 23103 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 23104 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 23105 glUseProgram(program = 5) 23106 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23107 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 23108 glUniform1i(location = 3, v0 = 1) 23109 glActiveTexture(texture = GL_TEXTURE1) 23110 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 23111 glUniform1i(location = 4, v0 = 1) 23112 glActiveTexture(texture = GL_TEXTURE0) 23113 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23114 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 23116 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 23117 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 23118 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 23119 glDeleteTextures(n = 1, textures = &1) 23120 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 23121 glDeleteFramebuffers(n = 1, framebuffers = &1) 23122 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 23123 glGenFramebuffers(n = 1, framebuffers = &1) 23124 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23125 glGenTextures(n = 1, textures = &1) 23126 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 23127 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 23128 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 23129 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 23130 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 23131 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 803, height = 753, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 23132 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 23133 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 23134 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 23135 glGenRenderbuffers(n = 1, renderbuffers = &1) 23136 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 23137 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 803, height = 753) 23138 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 23139 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 23140 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 23141 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 23142 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23143 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 23145 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 23147 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 23148 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23151 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23152 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 23153 glViewport(x = 0, y = 0, width = 802, height = 753) 23154 glUseProgram(program = 0) 23155 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 23156 glEnable(cap = GL_BLEND) 23157 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 23158 glClear(mask = GL_COLOR_BUFFER_BIT) 23159 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 23162 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23163 glViewport(x = 0, y = 0, width = 802, height = 753) 23164 glUseProgram(program = 0) 23165 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 23166 glEnable(cap = GL_BLEND) 23167 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 23168 glClear(mask = GL_COLOR_BUFFER_BIT) 23169 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 23172 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23173 glFlush() 23175 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 23176 glGenTextures(n = 1, textures = &3) 23177 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 23178 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 803, height = 753, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 23179 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 23180 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 23181 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 23182 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 803) 23183 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 803, height = 753, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(2418636)) 23184 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 23185 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 23186 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 23187 glDisable(cap = GL_FRAMEBUFFER_SRGB) 23188 glDisable(cap = GL_SCISSOR_TEST) 23189 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23190 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 23191 glClear(mask = GL_COLOR_BUFFER_BIT) 23192 glDisable(cap = GL_SCISSOR_TEST) 23193 glDisable(cap = GL_CULL_FACE) 23194 glFrontFace(mode = GL_CCW) 23195 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 23196 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23197 glDisable(cap = GL_BLEND) 23198 glDisable(cap = GL_DEPTH_TEST) 23199 glDepthMask(flag = GL_FALSE) 23200 glDepthFunc(func = GL_LESS) 23201 glDisable(cap = GL_STENCIL_TEST) 23202 glDisable(cap = GL_POLYGON_OFFSET_FILL) 23203 glUseProgram(program = 1) 23204 glViewport(x = 0, y = 0, width = 803, height = 753) 23205 glDepthRange(zNear = 0, zFar = 1) 23206 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 23207 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 23208 glEnableVertexAttribArray(index = 0) 23209 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 23210 glEnableVertexAttribArray(index = 1) 23211 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23212 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 23213 glUniform1i(location = 3, v0 = 0) 23214 glActiveTexture(texture = GL_TEXTURE1) 23215 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 23216 glUniform1i(location = 4, v0 = 1) 23217 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 23218 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 23219 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 23220 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 23221 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 23222 glActiveTexture(texture = GL_TEXTURE0) 23223 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23224 glEnable(cap = GL_BLEND) 23225 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 23226 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 23227 glUseProgram(program = 5) 23228 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23229 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 23230 glUniform1i(location = 3, v0 = 1) 23231 glActiveTexture(texture = GL_TEXTURE1) 23232 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 23233 glUniform1i(location = 4, v0 = 1) 23234 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 23235 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 23236 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 23237 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 23238 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 23239 glActiveTexture(texture = GL_TEXTURE0) 23240 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23241 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 23244 glDeleteTextures(n = 1, textures = &2) 23245 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 23246 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 23247 glDisable(cap = GL_FRAMEBUFFER_SRGB) 23248 glDisable(cap = GL_SCISSOR_TEST) 23249 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23250 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 23251 glClear(mask = GL_COLOR_BUFFER_BIT) 23252 glDisable(cap = GL_SCISSOR_TEST) 23253 glDisable(cap = GL_CULL_FACE) 23254 glFrontFace(mode = GL_CCW) 23255 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 23256 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23257 glDisable(cap = GL_BLEND) 23258 glDisable(cap = GL_DEPTH_TEST) 23259 glDepthMask(flag = GL_FALSE) 23260 glDepthFunc(func = GL_LESS) 23261 glDisable(cap = GL_STENCIL_TEST) 23262 glDisable(cap = GL_POLYGON_OFFSET_FILL) 23263 glUseProgram(program = 1) 23264 glViewport(x = 0, y = 0, width = 803, height = 753) 23265 glDepthRange(zNear = 0, zFar = 1) 23266 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 23267 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 23268 glEnableVertexAttribArray(index = 0) 23269 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 23270 glEnableVertexAttribArray(index = 1) 23271 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23272 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 23273 glUniform1i(location = 3, v0 = 0) 23274 glActiveTexture(texture = GL_TEXTURE1) 23275 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 23276 glUniform1i(location = 4, v0 = 1) 23277 glActiveTexture(texture = GL_TEXTURE0) 23278 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23279 glEnable(cap = GL_BLEND) 23280 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 23281 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 23282 glUseProgram(program = 5) 23283 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23284 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 23285 glUniform1i(location = 3, v0 = 1) 23286 glActiveTexture(texture = GL_TEXTURE1) 23287 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 23288 glUniform1i(location = 4, v0 = 1) 23289 glActiveTexture(texture = GL_TEXTURE0) 23290 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23291 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 23294 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 23295 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 23296 glDisable(cap = GL_FRAMEBUFFER_SRGB) 23297 glDisable(cap = GL_SCISSOR_TEST) 23298 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23299 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 23300 glClear(mask = GL_COLOR_BUFFER_BIT) 23301 glDisable(cap = GL_SCISSOR_TEST) 23302 glDisable(cap = GL_CULL_FACE) 23303 glFrontFace(mode = GL_CCW) 23304 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 23305 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23306 glDisable(cap = GL_BLEND) 23307 glDisable(cap = GL_DEPTH_TEST) 23308 glDepthMask(flag = GL_FALSE) 23309 glDepthFunc(func = GL_LESS) 23310 glDisable(cap = GL_STENCIL_TEST) 23311 glDisable(cap = GL_POLYGON_OFFSET_FILL) 23312 glUseProgram(program = 1) 23313 glViewport(x = 0, y = 0, width = 803, height = 753) 23314 glDepthRange(zNear = 0, zFar = 1) 23315 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 23316 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 23317 glEnableVertexAttribArray(index = 0) 23318 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 23319 glEnableVertexAttribArray(index = 1) 23320 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23321 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 23322 glUniform1i(location = 3, v0 = 0) 23323 glActiveTexture(texture = GL_TEXTURE1) 23324 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 23325 glUniform1i(location = 4, v0 = 1) 23326 glActiveTexture(texture = GL_TEXTURE0) 23327 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23328 glEnable(cap = GL_BLEND) 23329 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 23330 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 23331 glUseProgram(program = 5) 23332 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23333 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 23334 glUniform1i(location = 3, v0 = 1) 23335 glActiveTexture(texture = GL_TEXTURE1) 23336 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 23337 glUniform1i(location = 4, v0 = 1) 23338 glActiveTexture(texture = GL_TEXTURE0) 23339 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23340 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 23342 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 23343 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 23344 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 23345 glDeleteTextures(n = 1, textures = &1) 23346 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 23347 glDeleteFramebuffers(n = 1, framebuffers = &1) 23348 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 23349 glGenFramebuffers(n = 1, framebuffers = &1) 23350 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23351 glGenTextures(n = 1, textures = &1) 23352 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 23353 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 23354 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 23355 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 23356 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 23357 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 638, height = 690, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 23358 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 23359 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 23360 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 23361 glGenRenderbuffers(n = 1, renderbuffers = &1) 23362 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 23363 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 638, height = 690) 23364 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 23365 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 23366 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 23367 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 23368 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23369 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 23371 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 23373 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 23374 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23377 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23378 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 23379 glViewport(x = 0, y = 0, width = 637, height = 690) 23380 glUseProgram(program = 0) 23381 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 23382 glEnable(cap = GL_BLEND) 23383 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 23384 glClear(mask = GL_COLOR_BUFFER_BIT) 23385 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 23388 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23389 glViewport(x = 0, y = 0, width = 637, height = 690) 23390 glUseProgram(program = 0) 23391 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 23392 glEnable(cap = GL_BLEND) 23393 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 23394 glClear(mask = GL_COLOR_BUFFER_BIT) 23395 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 23398 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23399 glFlush() 23401 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 23402 glGenTextures(n = 1, textures = &2) 23403 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 23404 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 638, height = 690, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 23405 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 23406 glObjectLabel(identifier = GL_TEXTURE, name = 2, length = -1, label = "") 23407 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 23408 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 638) 23409 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 638, height = 690, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(1760880)) 23410 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 23411 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 23412 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 23413 glDisable(cap = GL_FRAMEBUFFER_SRGB) 23414 glDisable(cap = GL_SCISSOR_TEST) 23415 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23416 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 23417 glClear(mask = GL_COLOR_BUFFER_BIT) 23418 glDisable(cap = GL_SCISSOR_TEST) 23419 glDisable(cap = GL_CULL_FACE) 23420 glFrontFace(mode = GL_CCW) 23421 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 23422 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23423 glDisable(cap = GL_BLEND) 23424 glDisable(cap = GL_DEPTH_TEST) 23425 glDepthMask(flag = GL_FALSE) 23426 glDepthFunc(func = GL_LESS) 23427 glDisable(cap = GL_STENCIL_TEST) 23428 glDisable(cap = GL_POLYGON_OFFSET_FILL) 23429 glUseProgram(program = 1) 23430 glViewport(x = 0, y = 0, width = 638, height = 690) 23431 glDepthRange(zNear = 0, zFar = 1) 23432 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 23433 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 23434 glEnableVertexAttribArray(index = 0) 23435 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 23436 glEnableVertexAttribArray(index = 1) 23437 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23438 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 23439 glUniform1i(location = 3, v0 = 0) 23440 glActiveTexture(texture = GL_TEXTURE1) 23441 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 23442 glUniform1i(location = 4, v0 = 1) 23443 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 23444 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 23445 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 23446 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 23447 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 23448 glActiveTexture(texture = GL_TEXTURE0) 23449 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23450 glEnable(cap = GL_BLEND) 23451 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 23452 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 23453 glUseProgram(program = 5) 23454 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23455 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 23456 glUniform1i(location = 3, v0 = 1) 23457 glActiveTexture(texture = GL_TEXTURE1) 23458 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 23459 glUniform1i(location = 4, v0 = 1) 23460 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 23461 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 23462 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 23463 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 23464 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 23465 glActiveTexture(texture = GL_TEXTURE0) 23466 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23467 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 23470 glDeleteTextures(n = 1, textures = &3) 23471 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 23472 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 23473 glDisable(cap = GL_FRAMEBUFFER_SRGB) 23474 glDisable(cap = GL_SCISSOR_TEST) 23475 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23476 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 23477 glClear(mask = GL_COLOR_BUFFER_BIT) 23478 glDisable(cap = GL_SCISSOR_TEST) 23479 glDisable(cap = GL_CULL_FACE) 23480 glFrontFace(mode = GL_CCW) 23481 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 23482 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23483 glDisable(cap = GL_BLEND) 23484 glDisable(cap = GL_DEPTH_TEST) 23485 glDepthMask(flag = GL_FALSE) 23486 glDepthFunc(func = GL_LESS) 23487 glDisable(cap = GL_STENCIL_TEST) 23488 glDisable(cap = GL_POLYGON_OFFSET_FILL) 23489 glUseProgram(program = 1) 23490 glViewport(x = 0, y = 0, width = 638, height = 690) 23491 glDepthRange(zNear = 0, zFar = 1) 23492 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 23493 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 23494 glEnableVertexAttribArray(index = 0) 23495 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 23496 glEnableVertexAttribArray(index = 1) 23497 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23498 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 23499 glUniform1i(location = 3, v0 = 0) 23500 glActiveTexture(texture = GL_TEXTURE1) 23501 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 23502 glUniform1i(location = 4, v0 = 1) 23503 glActiveTexture(texture = GL_TEXTURE0) 23504 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23505 glEnable(cap = GL_BLEND) 23506 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 23507 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 23508 glUseProgram(program = 5) 23509 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23510 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 23511 glUniform1i(location = 3, v0 = 1) 23512 glActiveTexture(texture = GL_TEXTURE1) 23513 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 23514 glUniform1i(location = 4, v0 = 1) 23515 glActiveTexture(texture = GL_TEXTURE0) 23516 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23517 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 23520 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 23521 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 23522 glDisable(cap = GL_FRAMEBUFFER_SRGB) 23523 glDisable(cap = GL_SCISSOR_TEST) 23524 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23525 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 23526 glClear(mask = GL_COLOR_BUFFER_BIT) 23527 glDisable(cap = GL_SCISSOR_TEST) 23528 glDisable(cap = GL_CULL_FACE) 23529 glFrontFace(mode = GL_CCW) 23530 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 23531 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23532 glDisable(cap = GL_BLEND) 23533 glDisable(cap = GL_DEPTH_TEST) 23534 glDepthMask(flag = GL_FALSE) 23535 glDepthFunc(func = GL_LESS) 23536 glDisable(cap = GL_STENCIL_TEST) 23537 glDisable(cap = GL_POLYGON_OFFSET_FILL) 23538 glUseProgram(program = 1) 23539 glViewport(x = 0, y = 0, width = 638, height = 690) 23540 glDepthRange(zNear = 0, zFar = 1) 23541 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 23542 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 23543 glEnableVertexAttribArray(index = 0) 23544 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 23545 glEnableVertexAttribArray(index = 1) 23546 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23547 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 23548 glUniform1i(location = 3, v0 = 0) 23549 glActiveTexture(texture = GL_TEXTURE1) 23550 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 23551 glUniform1i(location = 4, v0 = 1) 23552 glActiveTexture(texture = GL_TEXTURE0) 23553 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23554 glEnable(cap = GL_BLEND) 23555 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 23556 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 23557 glUseProgram(program = 5) 23558 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23559 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 23560 glUniform1i(location = 3, v0 = 1) 23561 glActiveTexture(texture = GL_TEXTURE1) 23562 glBindTexture(target = GL_TEXTURE_2D, texture = 2) 23563 glUniform1i(location = 4, v0 = 1) 23564 glActiveTexture(texture = GL_TEXTURE0) 23565 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23566 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 23568 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 23569 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 23570 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 23571 glDeleteTextures(n = 1, textures = &1) 23572 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 23573 glDeleteFramebuffers(n = 1, framebuffers = &1) 23574 glGetIntegerv(pname = GL_MAX_SAMPLES, params = &64) 23575 glGenFramebuffers(n = 1, framebuffers = &1) 23576 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23577 glGenTextures(n = 1, textures = &1) 23578 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 23579 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 23580 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 23581 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 23582 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 23583 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 611, height = 678, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 23584 glFramebufferTexture2D(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0) 23585 glBindTexture(target = GL_TEXTURE_2D, texture = 0) 23586 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 23587 glGenRenderbuffers(n = 1, renderbuffers = &1) 23588 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1) 23589 glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH24_STENCIL8, width = 611, height = 678) 23590 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 23591 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 23592 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 23593 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE 23594 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23595 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) 23597 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 23599 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 23600 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23603 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23604 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 23605 glViewport(x = 0, y = 0, width = 610, height = 678) 23606 glUseProgram(program = 0) 23607 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 23608 glEnable(cap = GL_BLEND) 23609 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 23610 glClear(mask = GL_COLOR_BUFFER_BIT) 23611 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 23614 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23615 glViewport(x = 0, y = 0, width = 610, height = 678) 23616 glUseProgram(program = 0) 23617 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 23618 glEnable(cap = GL_BLEND) 23619 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 23620 glClear(mask = GL_COLOR_BUFFER_BIT) 23621 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 23624 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23625 glFlush() 23627 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 23628 glGenTextures(n = 1, textures = &3) 23629 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 23630 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 611, height = 678, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL) 23631 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR) 23632 glObjectLabel(identifier = GL_TEXTURE, name = 3, length = -1, label = "") 23633 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 23634 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 611) 23635 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 611, height = 678, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = blob(1657032)) 23636 glPixelStorei(pname = GL_UNPACK_ROW_LENGTH, param = 0) 23637 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 23638 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 23639 glDisable(cap = GL_FRAMEBUFFER_SRGB) 23640 glDisable(cap = GL_SCISSOR_TEST) 23641 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23642 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 23643 glClear(mask = GL_COLOR_BUFFER_BIT) 23644 glDisable(cap = GL_SCISSOR_TEST) 23645 glDisable(cap = GL_CULL_FACE) 23646 glFrontFace(mode = GL_CCW) 23647 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 23648 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23649 glDisable(cap = GL_BLEND) 23650 glDisable(cap = GL_DEPTH_TEST) 23651 glDepthMask(flag = GL_FALSE) 23652 glDepthFunc(func = GL_LESS) 23653 glDisable(cap = GL_STENCIL_TEST) 23654 glDisable(cap = GL_POLYGON_OFFSET_FILL) 23655 glUseProgram(program = 1) 23656 glViewport(x = 0, y = 0, width = 610, height = 678) 23657 glDepthRange(zNear = 0, zFar = 1) 23658 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 23659 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 23660 glEnableVertexAttribArray(index = 0) 23661 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 23662 glEnableVertexAttribArray(index = 1) 23663 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23664 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 23665 glUniform1i(location = 3, v0 = 0) 23666 glActiveTexture(texture = GL_TEXTURE1) 23667 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 23668 glUniform1i(location = 4, v0 = 1) 23669 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 23670 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 23671 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 23672 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 23673 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 23674 glActiveTexture(texture = GL_TEXTURE0) 23675 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23676 glEnable(cap = GL_BLEND) 23677 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 23678 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 23679 glUseProgram(program = 5) 23680 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23681 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 23682 glUniform1i(location = 3, v0 = 1) 23683 glActiveTexture(texture = GL_TEXTURE1) 23684 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 23685 glUniform1i(location = 4, v0 = 1) 23686 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) 23687 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) 23688 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_CLAMP_TO_EDGE) 23689 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_CLAMP_TO_EDGE) 23690 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_COMPARE_MODE, param = GL_ZERO) 23691 glActiveTexture(texture = GL_TEXTURE0) 23692 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23693 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 23696 glDeleteTextures(n = 1, textures = &2) 23697 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 23698 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 23699 glDisable(cap = GL_FRAMEBUFFER_SRGB) 23700 glDisable(cap = GL_SCISSOR_TEST) 23701 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23702 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 23703 glClear(mask = GL_COLOR_BUFFER_BIT) 23704 glDisable(cap = GL_SCISSOR_TEST) 23705 glDisable(cap = GL_CULL_FACE) 23706 glFrontFace(mode = GL_CCW) 23707 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 23708 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23709 glDisable(cap = GL_BLEND) 23710 glDisable(cap = GL_DEPTH_TEST) 23711 glDepthMask(flag = GL_FALSE) 23712 glDepthFunc(func = GL_LESS) 23713 glDisable(cap = GL_STENCIL_TEST) 23714 glDisable(cap = GL_POLYGON_OFFSET_FILL) 23715 glUseProgram(program = 1) 23716 glViewport(x = 0, y = 0, width = 610, height = 678) 23717 glDepthRange(zNear = 0, zFar = 1) 23718 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 23719 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 23720 glEnableVertexAttribArray(index = 0) 23721 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 23722 glEnableVertexAttribArray(index = 1) 23723 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23724 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 23725 glUniform1i(location = 3, v0 = 0) 23726 glActiveTexture(texture = GL_TEXTURE1) 23727 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 23728 glUniform1i(location = 4, v0 = 1) 23729 glActiveTexture(texture = GL_TEXTURE0) 23730 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23731 glEnable(cap = GL_BLEND) 23732 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 23733 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 23734 glUseProgram(program = 5) 23735 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23736 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 23737 glUniform1i(location = 3, v0 = 1) 23738 glActiveTexture(texture = GL_TEXTURE1) 23739 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 23740 glUniform1i(location = 4, v0 = 1) 23741 glActiveTexture(texture = GL_TEXTURE0) 23742 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23743 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 23746 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 23747 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 23748 glDisable(cap = GL_FRAMEBUFFER_SRGB) 23749 glDisable(cap = GL_SCISSOR_TEST) 23750 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23751 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 23752 glClear(mask = GL_COLOR_BUFFER_BIT) 23753 glDisable(cap = GL_SCISSOR_TEST) 23754 glDisable(cap = GL_CULL_FACE) 23755 glFrontFace(mode = GL_CCW) 23756 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 23757 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23758 glDisable(cap = GL_BLEND) 23759 glDisable(cap = GL_DEPTH_TEST) 23760 glDepthMask(flag = GL_FALSE) 23761 glDepthFunc(func = GL_LESS) 23762 glDisable(cap = GL_STENCIL_TEST) 23763 glDisable(cap = GL_POLYGON_OFFSET_FILL) 23764 glUseProgram(program = 1) 23765 glViewport(x = 0, y = 0, width = 610, height = 678) 23766 glDepthRange(zNear = 0, zFar = 1) 23767 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 23768 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 23769 glEnableVertexAttribArray(index = 0) 23770 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 23771 glEnableVertexAttribArray(index = 1) 23772 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23773 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 23774 glUniform1i(location = 3, v0 = 0) 23775 glActiveTexture(texture = GL_TEXTURE1) 23776 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 23777 glUniform1i(location = 4, v0 = 1) 23778 glActiveTexture(texture = GL_TEXTURE0) 23779 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23780 glEnable(cap = GL_BLEND) 23781 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 23782 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 23783 glUseProgram(program = 5) 23784 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23785 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 23786 glUniform1i(location = 3, v0 = 1) 23787 glActiveTexture(texture = GL_TEXTURE1) 23788 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 23789 glUniform1i(location = 4, v0 = 1) 23790 glActiveTexture(texture = GL_TEXTURE0) 23791 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23792 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 23794 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 23795 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23796 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 23797 glViewport(x = 0, y = 0, width = 610, height = 678) 23798 glUseProgram(program = 0) 23799 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 23800 glEnable(cap = GL_BLEND) 23801 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 23802 glClear(mask = GL_COLOR_BUFFER_BIT) 23803 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 23806 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23807 glFlush() 23809 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 23810 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 23811 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 23812 glDisable(cap = GL_FRAMEBUFFER_SRGB) 23813 glDisable(cap = GL_SCISSOR_TEST) 23814 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23815 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 23816 glClear(mask = GL_COLOR_BUFFER_BIT) 23817 glDisable(cap = GL_SCISSOR_TEST) 23818 glDisable(cap = GL_CULL_FACE) 23819 glFrontFace(mode = GL_CCW) 23820 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 23821 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23822 glDisable(cap = GL_BLEND) 23823 glDisable(cap = GL_DEPTH_TEST) 23824 glDepthMask(flag = GL_FALSE) 23825 glDepthFunc(func = GL_LESS) 23826 glDisable(cap = GL_STENCIL_TEST) 23827 glDisable(cap = GL_POLYGON_OFFSET_FILL) 23828 glUseProgram(program = 1) 23829 glViewport(x = 0, y = 0, width = 610, height = 678) 23830 glDepthRange(zNear = 0, zFar = 1) 23831 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 23832 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 23833 glEnableVertexAttribArray(index = 0) 23834 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 23835 glEnableVertexAttribArray(index = 1) 23836 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23837 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 23838 glUniform1i(location = 3, v0 = 0) 23839 glActiveTexture(texture = GL_TEXTURE1) 23840 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 23841 glUniform1i(location = 4, v0 = 1) 23842 glActiveTexture(texture = GL_TEXTURE0) 23843 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23844 glEnable(cap = GL_BLEND) 23845 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 23846 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 23847 glUseProgram(program = 5) 23848 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23849 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 23850 glUniform1i(location = 3, v0 = 1) 23851 glActiveTexture(texture = GL_TEXTURE1) 23852 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 23853 glUniform1i(location = 4, v0 = 1) 23854 glActiveTexture(texture = GL_TEXTURE0) 23855 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23856 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 23858 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 23859 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23860 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 23861 glViewport(x = 0, y = 0, width = 610, height = 678) 23862 glUseProgram(program = 0) 23863 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 23864 glEnable(cap = GL_BLEND) 23865 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 23866 glClear(mask = GL_COLOR_BUFFER_BIT) 23867 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 23870 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23871 glFlush() 23873 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 23874 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 23875 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 23876 glDisable(cap = GL_FRAMEBUFFER_SRGB) 23877 glDisable(cap = GL_SCISSOR_TEST) 23878 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23879 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 23880 glClear(mask = GL_COLOR_BUFFER_BIT) 23881 glDisable(cap = GL_SCISSOR_TEST) 23882 glDisable(cap = GL_CULL_FACE) 23883 glFrontFace(mode = GL_CCW) 23884 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 23885 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23886 glDisable(cap = GL_BLEND) 23887 glDisable(cap = GL_DEPTH_TEST) 23888 glDepthMask(flag = GL_FALSE) 23889 glDepthFunc(func = GL_LESS) 23890 glDisable(cap = GL_STENCIL_TEST) 23891 glDisable(cap = GL_POLYGON_OFFSET_FILL) 23892 glUseProgram(program = 1) 23893 glViewport(x = 0, y = 0, width = 610, height = 678) 23894 glDepthRange(zNear = 0, zFar = 1) 23895 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 23896 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 23897 glEnableVertexAttribArray(index = 0) 23898 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 23899 glEnableVertexAttribArray(index = 1) 23900 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23901 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 23902 glUniform1i(location = 3, v0 = 0) 23903 glActiveTexture(texture = GL_TEXTURE1) 23904 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 23905 glUniform1i(location = 4, v0 = 1) 23906 glActiveTexture(texture = GL_TEXTURE0) 23907 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23908 glEnable(cap = GL_BLEND) 23909 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 23910 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 23911 glUseProgram(program = 5) 23912 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23913 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 23914 glUniform1i(location = 3, v0 = 1) 23915 glActiveTexture(texture = GL_TEXTURE1) 23916 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 23917 glUniform1i(location = 4, v0 = 1) 23918 glActiveTexture(texture = GL_TEXTURE0) 23919 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23920 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 23922 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 23923 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23924 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 23925 glViewport(x = 0, y = 0, width = 610, height = 678) 23926 glUseProgram(program = 0) 23927 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 23928 glEnable(cap = GL_BLEND) 23929 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 23930 glClear(mask = GL_COLOR_BUFFER_BIT) 23931 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 23934 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23935 glFlush() 23937 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 23938 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 23939 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 23940 glDisable(cap = GL_FRAMEBUFFER_SRGB) 23941 glDisable(cap = GL_SCISSOR_TEST) 23942 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23943 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 23944 glClear(mask = GL_COLOR_BUFFER_BIT) 23945 glDisable(cap = GL_SCISSOR_TEST) 23946 glDisable(cap = GL_CULL_FACE) 23947 glFrontFace(mode = GL_CCW) 23948 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 23949 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 23950 glDisable(cap = GL_BLEND) 23951 glDisable(cap = GL_DEPTH_TEST) 23952 glDepthMask(flag = GL_FALSE) 23953 glDepthFunc(func = GL_LESS) 23954 glDisable(cap = GL_STENCIL_TEST) 23955 glDisable(cap = GL_POLYGON_OFFSET_FILL) 23956 glUseProgram(program = 1) 23957 glViewport(x = 0, y = 0, width = 610, height = 678) 23958 glDepthRange(zNear = 0, zFar = 1) 23959 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 23960 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 23961 glEnableVertexAttribArray(index = 0) 23962 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 23963 glEnableVertexAttribArray(index = 1) 23964 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23965 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 23966 glUniform1i(location = 3, v0 = 0) 23967 glActiveTexture(texture = GL_TEXTURE1) 23968 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 23969 glUniform1i(location = 4, v0 = 1) 23970 glActiveTexture(texture = GL_TEXTURE0) 23971 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23972 glEnable(cap = GL_BLEND) 23973 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 23974 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 23975 glUseProgram(program = 5) 23976 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 23977 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 23978 glUniform1i(location = 3, v0 = 1) 23979 glActiveTexture(texture = GL_TEXTURE1) 23980 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 23981 glUniform1i(location = 4, v0 = 1) 23982 glActiveTexture(texture = GL_TEXTURE0) 23983 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 23984 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 23986 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 23987 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23988 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 23989 glViewport(x = 0, y = 0, width = 610, height = 678) 23990 glUseProgram(program = 0) 23991 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 23992 glEnable(cap = GL_BLEND) 23993 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 23994 glClear(mask = GL_COLOR_BUFFER_BIT) 23995 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 23998 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 23999 glFlush() 24001 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 24002 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 24003 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 24004 glDisable(cap = GL_FRAMEBUFFER_SRGB) 24005 glDisable(cap = GL_SCISSOR_TEST) 24006 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24007 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 24008 glClear(mask = GL_COLOR_BUFFER_BIT) 24009 glDisable(cap = GL_SCISSOR_TEST) 24010 glDisable(cap = GL_CULL_FACE) 24011 glFrontFace(mode = GL_CCW) 24012 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 24013 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24014 glDisable(cap = GL_BLEND) 24015 glDisable(cap = GL_DEPTH_TEST) 24016 glDepthMask(flag = GL_FALSE) 24017 glDepthFunc(func = GL_LESS) 24018 glDisable(cap = GL_STENCIL_TEST) 24019 glDisable(cap = GL_POLYGON_OFFSET_FILL) 24020 glUseProgram(program = 1) 24021 glViewport(x = 0, y = 0, width = 610, height = 678) 24022 glDepthRange(zNear = 0, zFar = 1) 24023 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 24024 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 24025 glEnableVertexAttribArray(index = 0) 24026 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 24027 glEnableVertexAttribArray(index = 1) 24028 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24029 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 24030 glUniform1i(location = 3, v0 = 0) 24031 glActiveTexture(texture = GL_TEXTURE1) 24032 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 24033 glUniform1i(location = 4, v0 = 1) 24034 glActiveTexture(texture = GL_TEXTURE0) 24035 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24036 glEnable(cap = GL_BLEND) 24037 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 24038 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 24039 glUseProgram(program = 5) 24040 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24041 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 24042 glUniform1i(location = 3, v0 = 1) 24043 glActiveTexture(texture = GL_TEXTURE1) 24044 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 24045 glUniform1i(location = 4, v0 = 1) 24046 glActiveTexture(texture = GL_TEXTURE0) 24047 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24048 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 24050 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 24051 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24052 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24053 glViewport(x = 0, y = 0, width = 610, height = 678) 24054 glUseProgram(program = 0) 24055 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 24056 glEnable(cap = GL_BLEND) 24057 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 24058 glClear(mask = GL_COLOR_BUFFER_BIT) 24059 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24062 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24063 glFlush() 24065 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 24066 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 24067 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 24068 glDisable(cap = GL_FRAMEBUFFER_SRGB) 24069 glDisable(cap = GL_SCISSOR_TEST) 24070 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24071 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 24072 glClear(mask = GL_COLOR_BUFFER_BIT) 24073 glDisable(cap = GL_SCISSOR_TEST) 24074 glDisable(cap = GL_CULL_FACE) 24075 glFrontFace(mode = GL_CCW) 24076 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 24077 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24078 glDisable(cap = GL_BLEND) 24079 glDisable(cap = GL_DEPTH_TEST) 24080 glDepthMask(flag = GL_FALSE) 24081 glDepthFunc(func = GL_LESS) 24082 glDisable(cap = GL_STENCIL_TEST) 24083 glDisable(cap = GL_POLYGON_OFFSET_FILL) 24084 glUseProgram(program = 1) 24085 glViewport(x = 0, y = 0, width = 610, height = 678) 24086 glDepthRange(zNear = 0, zFar = 1) 24087 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 24088 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 24089 glEnableVertexAttribArray(index = 0) 24090 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 24091 glEnableVertexAttribArray(index = 1) 24092 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24093 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 24094 glUniform1i(location = 3, v0 = 0) 24095 glActiveTexture(texture = GL_TEXTURE1) 24096 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 24097 glUniform1i(location = 4, v0 = 1) 24098 glActiveTexture(texture = GL_TEXTURE0) 24099 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24100 glEnable(cap = GL_BLEND) 24101 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 24102 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 24103 glUseProgram(program = 5) 24104 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24105 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 24106 glUniform1i(location = 3, v0 = 1) 24107 glActiveTexture(texture = GL_TEXTURE1) 24108 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 24109 glUniform1i(location = 4, v0 = 1) 24110 glActiveTexture(texture = GL_TEXTURE0) 24111 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24112 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 24114 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 24115 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24116 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24117 glViewport(x = 0, y = 0, width = 610, height = 678) 24118 glUseProgram(program = 0) 24119 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 24120 glEnable(cap = GL_BLEND) 24121 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 24122 glClear(mask = GL_COLOR_BUFFER_BIT) 24123 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24126 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24127 glFlush() 24129 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 24130 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 24131 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 24132 glDisable(cap = GL_FRAMEBUFFER_SRGB) 24133 glDisable(cap = GL_SCISSOR_TEST) 24134 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24135 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 24136 glClear(mask = GL_COLOR_BUFFER_BIT) 24137 glDisable(cap = GL_SCISSOR_TEST) 24138 glDisable(cap = GL_CULL_FACE) 24139 glFrontFace(mode = GL_CCW) 24140 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 24141 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24142 glDisable(cap = GL_BLEND) 24143 glDisable(cap = GL_DEPTH_TEST) 24144 glDepthMask(flag = GL_FALSE) 24145 glDepthFunc(func = GL_LESS) 24146 glDisable(cap = GL_STENCIL_TEST) 24147 glDisable(cap = GL_POLYGON_OFFSET_FILL) 24148 glUseProgram(program = 1) 24149 glViewport(x = 0, y = 0, width = 610, height = 678) 24150 glDepthRange(zNear = 0, zFar = 1) 24151 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 24152 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 24153 glEnableVertexAttribArray(index = 0) 24154 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 24155 glEnableVertexAttribArray(index = 1) 24156 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24157 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 24158 glUniform1i(location = 3, v0 = 0) 24159 glActiveTexture(texture = GL_TEXTURE1) 24160 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 24161 glUniform1i(location = 4, v0 = 1) 24162 glActiveTexture(texture = GL_TEXTURE0) 24163 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24164 glEnable(cap = GL_BLEND) 24165 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 24166 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 24167 glUseProgram(program = 5) 24168 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24169 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 24170 glUniform1i(location = 3, v0 = 1) 24171 glActiveTexture(texture = GL_TEXTURE1) 24172 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 24173 glUniform1i(location = 4, v0 = 1) 24174 glActiveTexture(texture = GL_TEXTURE0) 24175 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24176 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 24178 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 24179 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24180 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24181 glViewport(x = 0, y = 0, width = 610, height = 678) 24182 glUseProgram(program = 0) 24183 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 24184 glEnable(cap = GL_BLEND) 24185 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 24186 glClear(mask = GL_COLOR_BUFFER_BIT) 24187 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24190 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24191 glFlush() 24193 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 24194 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 24195 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 24196 glDisable(cap = GL_FRAMEBUFFER_SRGB) 24197 glDisable(cap = GL_SCISSOR_TEST) 24198 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24199 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 24200 glClear(mask = GL_COLOR_BUFFER_BIT) 24201 glDisable(cap = GL_SCISSOR_TEST) 24202 glDisable(cap = GL_CULL_FACE) 24203 glFrontFace(mode = GL_CCW) 24204 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 24205 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24206 glDisable(cap = GL_BLEND) 24207 glDisable(cap = GL_DEPTH_TEST) 24208 glDepthMask(flag = GL_FALSE) 24209 glDepthFunc(func = GL_LESS) 24210 glDisable(cap = GL_STENCIL_TEST) 24211 glDisable(cap = GL_POLYGON_OFFSET_FILL) 24212 glUseProgram(program = 1) 24213 glViewport(x = 0, y = 0, width = 610, height = 678) 24214 glDepthRange(zNear = 0, zFar = 1) 24215 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 24216 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 24217 glEnableVertexAttribArray(index = 0) 24218 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 24219 glEnableVertexAttribArray(index = 1) 24220 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24221 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 24222 glUniform1i(location = 3, v0 = 0) 24223 glActiveTexture(texture = GL_TEXTURE1) 24224 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 24225 glUniform1i(location = 4, v0 = 1) 24226 glActiveTexture(texture = GL_TEXTURE0) 24227 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24228 glEnable(cap = GL_BLEND) 24229 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 24230 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 24231 glUseProgram(program = 5) 24232 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24233 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 24234 glUniform1i(location = 3, v0 = 1) 24235 glActiveTexture(texture = GL_TEXTURE1) 24236 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 24237 glUniform1i(location = 4, v0 = 1) 24238 glActiveTexture(texture = GL_TEXTURE0) 24239 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24240 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 24242 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 24243 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24244 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24245 glViewport(x = 0, y = 0, width = 610, height = 678) 24246 glUseProgram(program = 0) 24247 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 24248 glEnable(cap = GL_BLEND) 24249 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 24250 glClear(mask = GL_COLOR_BUFFER_BIT) 24251 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24254 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24255 glFlush() 24257 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 24258 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 24259 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 24260 glDisable(cap = GL_FRAMEBUFFER_SRGB) 24261 glDisable(cap = GL_SCISSOR_TEST) 24262 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24263 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 24264 glClear(mask = GL_COLOR_BUFFER_BIT) 24265 glDisable(cap = GL_SCISSOR_TEST) 24266 glDisable(cap = GL_CULL_FACE) 24267 glFrontFace(mode = GL_CCW) 24268 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 24269 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24270 glDisable(cap = GL_BLEND) 24271 glDisable(cap = GL_DEPTH_TEST) 24272 glDepthMask(flag = GL_FALSE) 24273 glDepthFunc(func = GL_LESS) 24274 glDisable(cap = GL_STENCIL_TEST) 24275 glDisable(cap = GL_POLYGON_OFFSET_FILL) 24276 glUseProgram(program = 1) 24277 glViewport(x = 0, y = 0, width = 610, height = 678) 24278 glDepthRange(zNear = 0, zFar = 1) 24279 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 24280 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 24281 glEnableVertexAttribArray(index = 0) 24282 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 24283 glEnableVertexAttribArray(index = 1) 24284 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24285 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 24286 glUniform1i(location = 3, v0 = 0) 24287 glActiveTexture(texture = GL_TEXTURE1) 24288 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 24289 glUniform1i(location = 4, v0 = 1) 24290 glActiveTexture(texture = GL_TEXTURE0) 24291 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24292 glEnable(cap = GL_BLEND) 24293 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 24294 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 24295 glUseProgram(program = 5) 24296 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24297 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 24298 glUniform1i(location = 3, v0 = 1) 24299 glActiveTexture(texture = GL_TEXTURE1) 24300 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 24301 glUniform1i(location = 4, v0 = 1) 24302 glActiveTexture(texture = GL_TEXTURE0) 24303 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24304 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 24306 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 24307 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24308 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24309 glViewport(x = 0, y = 0, width = 610, height = 678) 24310 glUseProgram(program = 0) 24311 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 24312 glEnable(cap = GL_BLEND) 24313 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 24314 glClear(mask = GL_COLOR_BUFFER_BIT) 24315 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24318 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24319 glFlush() 24321 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 24322 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 24323 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 24324 glDisable(cap = GL_FRAMEBUFFER_SRGB) 24325 glDisable(cap = GL_SCISSOR_TEST) 24326 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24327 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 24328 glClear(mask = GL_COLOR_BUFFER_BIT) 24329 glDisable(cap = GL_SCISSOR_TEST) 24330 glDisable(cap = GL_CULL_FACE) 24331 glFrontFace(mode = GL_CCW) 24332 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 24333 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24334 glDisable(cap = GL_BLEND) 24335 glDisable(cap = GL_DEPTH_TEST) 24336 glDepthMask(flag = GL_FALSE) 24337 glDepthFunc(func = GL_LESS) 24338 glDisable(cap = GL_STENCIL_TEST) 24339 glDisable(cap = GL_POLYGON_OFFSET_FILL) 24340 glUseProgram(program = 1) 24341 glViewport(x = 0, y = 0, width = 610, height = 678) 24342 glDepthRange(zNear = 0, zFar = 1) 24343 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 24344 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 24345 glEnableVertexAttribArray(index = 0) 24346 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 24347 glEnableVertexAttribArray(index = 1) 24348 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24349 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 24350 glUniform1i(location = 3, v0 = 0) 24351 glActiveTexture(texture = GL_TEXTURE1) 24352 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 24353 glUniform1i(location = 4, v0 = 1) 24354 glActiveTexture(texture = GL_TEXTURE0) 24355 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24356 glEnable(cap = GL_BLEND) 24357 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 24358 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 24359 glUseProgram(program = 5) 24360 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24361 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 24362 glUniform1i(location = 3, v0 = 1) 24363 glActiveTexture(texture = GL_TEXTURE1) 24364 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 24365 glUniform1i(location = 4, v0 = 1) 24366 glActiveTexture(texture = GL_TEXTURE0) 24367 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24368 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 24370 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 24371 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24372 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24373 glViewport(x = 0, y = 0, width = 610, height = 678) 24374 glUseProgram(program = 0) 24375 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 24376 glEnable(cap = GL_BLEND) 24377 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 24378 glClear(mask = GL_COLOR_BUFFER_BIT) 24379 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24382 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24383 glFlush() 24385 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 24386 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 24387 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 24388 glDisable(cap = GL_FRAMEBUFFER_SRGB) 24389 glDisable(cap = GL_SCISSOR_TEST) 24390 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24391 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 24392 glClear(mask = GL_COLOR_BUFFER_BIT) 24393 glDisable(cap = GL_SCISSOR_TEST) 24394 glDisable(cap = GL_CULL_FACE) 24395 glFrontFace(mode = GL_CCW) 24396 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 24397 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24398 glDisable(cap = GL_BLEND) 24399 glDisable(cap = GL_DEPTH_TEST) 24400 glDepthMask(flag = GL_FALSE) 24401 glDepthFunc(func = GL_LESS) 24402 glDisable(cap = GL_STENCIL_TEST) 24403 glDisable(cap = GL_POLYGON_OFFSET_FILL) 24404 glUseProgram(program = 1) 24405 glViewport(x = 0, y = 0, width = 610, height = 678) 24406 glDepthRange(zNear = 0, zFar = 1) 24407 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 24408 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 24409 glEnableVertexAttribArray(index = 0) 24410 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 24411 glEnableVertexAttribArray(index = 1) 24412 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24413 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 24414 glUniform1i(location = 3, v0 = 0) 24415 glActiveTexture(texture = GL_TEXTURE1) 24416 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 24417 glUniform1i(location = 4, v0 = 1) 24418 glActiveTexture(texture = GL_TEXTURE0) 24419 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24420 glEnable(cap = GL_BLEND) 24421 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 24422 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 24423 glUseProgram(program = 5) 24424 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24425 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 24426 glUniform1i(location = 3, v0 = 1) 24427 glActiveTexture(texture = GL_TEXTURE1) 24428 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 24429 glUniform1i(location = 4, v0 = 1) 24430 glActiveTexture(texture = GL_TEXTURE0) 24431 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24432 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 24434 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 24435 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24436 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24437 glViewport(x = 0, y = 0, width = 610, height = 678) 24438 glUseProgram(program = 0) 24439 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 24440 glEnable(cap = GL_BLEND) 24441 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 24442 glClear(mask = GL_COLOR_BUFFER_BIT) 24443 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24446 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24447 glFlush() 24449 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 24450 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 24451 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 24452 glDisable(cap = GL_FRAMEBUFFER_SRGB) 24453 glDisable(cap = GL_SCISSOR_TEST) 24454 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24455 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 24456 glClear(mask = GL_COLOR_BUFFER_BIT) 24457 glDisable(cap = GL_SCISSOR_TEST) 24458 glDisable(cap = GL_CULL_FACE) 24459 glFrontFace(mode = GL_CCW) 24460 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 24461 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24462 glDisable(cap = GL_BLEND) 24463 glDisable(cap = GL_DEPTH_TEST) 24464 glDepthMask(flag = GL_FALSE) 24465 glDepthFunc(func = GL_LESS) 24466 glDisable(cap = GL_STENCIL_TEST) 24467 glDisable(cap = GL_POLYGON_OFFSET_FILL) 24468 glUseProgram(program = 1) 24469 glViewport(x = 0, y = 0, width = 610, height = 678) 24470 glDepthRange(zNear = 0, zFar = 1) 24471 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 24472 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 24473 glEnableVertexAttribArray(index = 0) 24474 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 24475 glEnableVertexAttribArray(index = 1) 24476 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24477 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 24478 glUniform1i(location = 3, v0 = 0) 24479 glActiveTexture(texture = GL_TEXTURE1) 24480 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 24481 glUniform1i(location = 4, v0 = 1) 24482 glActiveTexture(texture = GL_TEXTURE0) 24483 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24484 glEnable(cap = GL_BLEND) 24485 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 24486 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 24487 glUseProgram(program = 5) 24488 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24489 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 24490 glUniform1i(location = 3, v0 = 1) 24491 glActiveTexture(texture = GL_TEXTURE1) 24492 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 24493 glUniform1i(location = 4, v0 = 1) 24494 glActiveTexture(texture = GL_TEXTURE0) 24495 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24496 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 24498 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 24499 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24500 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24501 glViewport(x = 0, y = 0, width = 610, height = 678) 24502 glUseProgram(program = 0) 24503 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 24504 glEnable(cap = GL_BLEND) 24505 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 24506 glClear(mask = GL_COLOR_BUFFER_BIT) 24507 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24510 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24511 glFlush() 24513 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 24514 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 24515 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 24516 glDisable(cap = GL_FRAMEBUFFER_SRGB) 24517 glDisable(cap = GL_SCISSOR_TEST) 24518 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24519 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 24520 glClear(mask = GL_COLOR_BUFFER_BIT) 24521 glDisable(cap = GL_SCISSOR_TEST) 24522 glDisable(cap = GL_CULL_FACE) 24523 glFrontFace(mode = GL_CCW) 24524 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 24525 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24526 glDisable(cap = GL_BLEND) 24527 glDisable(cap = GL_DEPTH_TEST) 24528 glDepthMask(flag = GL_FALSE) 24529 glDepthFunc(func = GL_LESS) 24530 glDisable(cap = GL_STENCIL_TEST) 24531 glDisable(cap = GL_POLYGON_OFFSET_FILL) 24532 glUseProgram(program = 1) 24533 glViewport(x = 0, y = 0, width = 610, height = 678) 24534 glDepthRange(zNear = 0, zFar = 1) 24535 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 24536 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 24537 glEnableVertexAttribArray(index = 0) 24538 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 24539 glEnableVertexAttribArray(index = 1) 24540 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24541 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 24542 glUniform1i(location = 3, v0 = 0) 24543 glActiveTexture(texture = GL_TEXTURE1) 24544 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 24545 glUniform1i(location = 4, v0 = 1) 24546 glActiveTexture(texture = GL_TEXTURE0) 24547 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24548 glEnable(cap = GL_BLEND) 24549 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 24550 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 24551 glUseProgram(program = 5) 24552 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24553 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 24554 glUniform1i(location = 3, v0 = 1) 24555 glActiveTexture(texture = GL_TEXTURE1) 24556 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 24557 glUniform1i(location = 4, v0 = 1) 24558 glActiveTexture(texture = GL_TEXTURE0) 24559 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24560 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 24562 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 24563 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24564 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24565 glViewport(x = 0, y = 0, width = 610, height = 678) 24566 glUseProgram(program = 0) 24567 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 24568 glEnable(cap = GL_BLEND) 24569 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 24570 glClear(mask = GL_COLOR_BUFFER_BIT) 24571 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24574 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24575 glFlush() 24577 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 24578 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 24579 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 24580 glDisable(cap = GL_FRAMEBUFFER_SRGB) 24581 glDisable(cap = GL_SCISSOR_TEST) 24582 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24583 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 24584 glClear(mask = GL_COLOR_BUFFER_BIT) 24585 glDisable(cap = GL_SCISSOR_TEST) 24586 glDisable(cap = GL_CULL_FACE) 24587 glFrontFace(mode = GL_CCW) 24588 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 24589 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24590 glDisable(cap = GL_BLEND) 24591 glDisable(cap = GL_DEPTH_TEST) 24592 glDepthMask(flag = GL_FALSE) 24593 glDepthFunc(func = GL_LESS) 24594 glDisable(cap = GL_STENCIL_TEST) 24595 glDisable(cap = GL_POLYGON_OFFSET_FILL) 24596 glUseProgram(program = 1) 24597 glViewport(x = 0, y = 0, width = 610, height = 678) 24598 glDepthRange(zNear = 0, zFar = 1) 24599 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 24600 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 24601 glEnableVertexAttribArray(index = 0) 24602 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 24603 glEnableVertexAttribArray(index = 1) 24604 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24605 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 24606 glUniform1i(location = 3, v0 = 0) 24607 glActiveTexture(texture = GL_TEXTURE1) 24608 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 24609 glUniform1i(location = 4, v0 = 1) 24610 glActiveTexture(texture = GL_TEXTURE0) 24611 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24612 glEnable(cap = GL_BLEND) 24613 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 24614 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 24615 glUseProgram(program = 5) 24616 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24617 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 24618 glUniform1i(location = 3, v0 = 1) 24619 glActiveTexture(texture = GL_TEXTURE1) 24620 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 24621 glUniform1i(location = 4, v0 = 1) 24622 glActiveTexture(texture = GL_TEXTURE0) 24623 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24624 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 24626 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 24627 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24628 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24629 glViewport(x = 0, y = 0, width = 610, height = 678) 24630 glUseProgram(program = 0) 24631 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 24632 glEnable(cap = GL_BLEND) 24633 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 24634 glClear(mask = GL_COLOR_BUFFER_BIT) 24635 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24638 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24639 glFlush() 24641 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 24642 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 24643 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 24644 glDisable(cap = GL_FRAMEBUFFER_SRGB) 24645 glDisable(cap = GL_SCISSOR_TEST) 24646 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24647 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 24648 glClear(mask = GL_COLOR_BUFFER_BIT) 24649 glDisable(cap = GL_SCISSOR_TEST) 24650 glDisable(cap = GL_CULL_FACE) 24651 glFrontFace(mode = GL_CCW) 24652 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 24653 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24654 glDisable(cap = GL_BLEND) 24655 glDisable(cap = GL_DEPTH_TEST) 24656 glDepthMask(flag = GL_FALSE) 24657 glDepthFunc(func = GL_LESS) 24658 glDisable(cap = GL_STENCIL_TEST) 24659 glDisable(cap = GL_POLYGON_OFFSET_FILL) 24660 glUseProgram(program = 1) 24661 glViewport(x = 0, y = 0, width = 610, height = 678) 24662 glDepthRange(zNear = 0, zFar = 1) 24663 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 24664 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 24665 glEnableVertexAttribArray(index = 0) 24666 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 24667 glEnableVertexAttribArray(index = 1) 24668 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24669 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 24670 glUniform1i(location = 3, v0 = 0) 24671 glActiveTexture(texture = GL_TEXTURE1) 24672 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 24673 glUniform1i(location = 4, v0 = 1) 24674 glActiveTexture(texture = GL_TEXTURE0) 24675 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24676 glEnable(cap = GL_BLEND) 24677 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 24678 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 24679 glUseProgram(program = 5) 24680 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24681 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 24682 glUniform1i(location = 3, v0 = 1) 24683 glActiveTexture(texture = GL_TEXTURE1) 24684 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 24685 glUniform1i(location = 4, v0 = 1) 24686 glActiveTexture(texture = GL_TEXTURE0) 24687 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24688 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 24690 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 24691 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24692 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24693 glViewport(x = 0, y = 0, width = 610, height = 678) 24694 glUseProgram(program = 0) 24695 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 24696 glEnable(cap = GL_BLEND) 24697 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 24698 glClear(mask = GL_COLOR_BUFFER_BIT) 24699 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24702 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24703 glFlush() 24705 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 24706 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 24707 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 24708 glDisable(cap = GL_FRAMEBUFFER_SRGB) 24709 glDisable(cap = GL_SCISSOR_TEST) 24710 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24711 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 24712 glClear(mask = GL_COLOR_BUFFER_BIT) 24713 glDisable(cap = GL_SCISSOR_TEST) 24714 glDisable(cap = GL_CULL_FACE) 24715 glFrontFace(mode = GL_CCW) 24716 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 24717 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24718 glDisable(cap = GL_BLEND) 24719 glDisable(cap = GL_DEPTH_TEST) 24720 glDepthMask(flag = GL_FALSE) 24721 glDepthFunc(func = GL_LESS) 24722 glDisable(cap = GL_STENCIL_TEST) 24723 glDisable(cap = GL_POLYGON_OFFSET_FILL) 24724 glUseProgram(program = 1) 24725 glViewport(x = 0, y = 0, width = 610, height = 678) 24726 glDepthRange(zNear = 0, zFar = 1) 24727 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 24728 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 24729 glEnableVertexAttribArray(index = 0) 24730 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 24731 glEnableVertexAttribArray(index = 1) 24732 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24733 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 24734 glUniform1i(location = 3, v0 = 0) 24735 glActiveTexture(texture = GL_TEXTURE1) 24736 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 24737 glUniform1i(location = 4, v0 = 1) 24738 glActiveTexture(texture = GL_TEXTURE0) 24739 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24740 glEnable(cap = GL_BLEND) 24741 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 24742 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 24743 glUseProgram(program = 5) 24744 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24745 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 24746 glUniform1i(location = 3, v0 = 1) 24747 glActiveTexture(texture = GL_TEXTURE1) 24748 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 24749 glUniform1i(location = 4, v0 = 1) 24750 glActiveTexture(texture = GL_TEXTURE0) 24751 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24752 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 24754 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 24755 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24756 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24757 glViewport(x = 0, y = 0, width = 610, height = 678) 24758 glUseProgram(program = 0) 24759 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 24760 glEnable(cap = GL_BLEND) 24761 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 24762 glClear(mask = GL_COLOR_BUFFER_BIT) 24763 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24766 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24767 glFlush() 24769 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 24770 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 24771 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 24772 glDisable(cap = GL_FRAMEBUFFER_SRGB) 24773 glDisable(cap = GL_SCISSOR_TEST) 24774 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24775 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 24776 glClear(mask = GL_COLOR_BUFFER_BIT) 24777 glDisable(cap = GL_SCISSOR_TEST) 24778 glDisable(cap = GL_CULL_FACE) 24779 glFrontFace(mode = GL_CCW) 24780 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 24781 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24782 glDisable(cap = GL_BLEND) 24783 glDisable(cap = GL_DEPTH_TEST) 24784 glDepthMask(flag = GL_FALSE) 24785 glDepthFunc(func = GL_LESS) 24786 glDisable(cap = GL_STENCIL_TEST) 24787 glDisable(cap = GL_POLYGON_OFFSET_FILL) 24788 glUseProgram(program = 1) 24789 glViewport(x = 0, y = 0, width = 610, height = 678) 24790 glDepthRange(zNear = 0, zFar = 1) 24791 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 24792 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 24793 glEnableVertexAttribArray(index = 0) 24794 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 24795 glEnableVertexAttribArray(index = 1) 24796 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24797 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 24798 glUniform1i(location = 3, v0 = 0) 24799 glActiveTexture(texture = GL_TEXTURE1) 24800 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 24801 glUniform1i(location = 4, v0 = 1) 24802 glActiveTexture(texture = GL_TEXTURE0) 24803 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24804 glEnable(cap = GL_BLEND) 24805 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 24806 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 24807 glUseProgram(program = 5) 24808 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24809 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 24810 glUniform1i(location = 3, v0 = 1) 24811 glActiveTexture(texture = GL_TEXTURE1) 24812 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 24813 glUniform1i(location = 4, v0 = 1) 24814 glActiveTexture(texture = GL_TEXTURE0) 24815 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24816 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 24818 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 24819 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24820 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24821 glViewport(x = 0, y = 0, width = 610, height = 678) 24822 glUseProgram(program = 0) 24823 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 24824 glEnable(cap = GL_BLEND) 24825 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 24826 glClear(mask = GL_COLOR_BUFFER_BIT) 24827 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24830 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24831 glFlush() 24833 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 24834 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 24835 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 24836 glDisable(cap = GL_FRAMEBUFFER_SRGB) 24837 glDisable(cap = GL_SCISSOR_TEST) 24838 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24839 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 24840 glClear(mask = GL_COLOR_BUFFER_BIT) 24841 glDisable(cap = GL_SCISSOR_TEST) 24842 glDisable(cap = GL_CULL_FACE) 24843 glFrontFace(mode = GL_CCW) 24844 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 24845 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24846 glDisable(cap = GL_BLEND) 24847 glDisable(cap = GL_DEPTH_TEST) 24848 glDepthMask(flag = GL_FALSE) 24849 glDepthFunc(func = GL_LESS) 24850 glDisable(cap = GL_STENCIL_TEST) 24851 glDisable(cap = GL_POLYGON_OFFSET_FILL) 24852 glUseProgram(program = 1) 24853 glViewport(x = 0, y = 0, width = 610, height = 678) 24854 glDepthRange(zNear = 0, zFar = 1) 24855 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 24856 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 24857 glEnableVertexAttribArray(index = 0) 24858 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 24859 glEnableVertexAttribArray(index = 1) 24860 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24861 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 24862 glUniform1i(location = 3, v0 = 0) 24863 glActiveTexture(texture = GL_TEXTURE1) 24864 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 24865 glUniform1i(location = 4, v0 = 1) 24866 glActiveTexture(texture = GL_TEXTURE0) 24867 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24868 glEnable(cap = GL_BLEND) 24869 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 24870 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 24871 glUseProgram(program = 5) 24872 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24873 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 24874 glUniform1i(location = 3, v0 = 1) 24875 glActiveTexture(texture = GL_TEXTURE1) 24876 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 24877 glUniform1i(location = 4, v0 = 1) 24878 glActiveTexture(texture = GL_TEXTURE0) 24879 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24880 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 24882 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 24883 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24884 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24885 glViewport(x = 0, y = 0, width = 610, height = 678) 24886 glUseProgram(program = 0) 24887 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 24888 glEnable(cap = GL_BLEND) 24889 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 24890 glClear(mask = GL_COLOR_BUFFER_BIT) 24891 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24894 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24895 glFlush() 24897 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 24898 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 24899 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 24900 glDisable(cap = GL_FRAMEBUFFER_SRGB) 24901 glDisable(cap = GL_SCISSOR_TEST) 24902 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24903 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 24904 glClear(mask = GL_COLOR_BUFFER_BIT) 24905 glDisable(cap = GL_SCISSOR_TEST) 24906 glDisable(cap = GL_CULL_FACE) 24907 glFrontFace(mode = GL_CCW) 24908 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 24909 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24910 glDisable(cap = GL_BLEND) 24911 glDisable(cap = GL_DEPTH_TEST) 24912 glDepthMask(flag = GL_FALSE) 24913 glDepthFunc(func = GL_LESS) 24914 glDisable(cap = GL_STENCIL_TEST) 24915 glDisable(cap = GL_POLYGON_OFFSET_FILL) 24916 glUseProgram(program = 1) 24917 glViewport(x = 0, y = 0, width = 610, height = 678) 24918 glDepthRange(zNear = 0, zFar = 1) 24919 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 24920 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 24921 glEnableVertexAttribArray(index = 0) 24922 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 24923 glEnableVertexAttribArray(index = 1) 24924 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24925 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 24926 glUniform1i(location = 3, v0 = 0) 24927 glActiveTexture(texture = GL_TEXTURE1) 24928 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 24929 glUniform1i(location = 4, v0 = 1) 24930 glActiveTexture(texture = GL_TEXTURE0) 24931 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24932 glEnable(cap = GL_BLEND) 24933 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 24934 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 24935 glUseProgram(program = 5) 24936 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24937 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 24938 glUniform1i(location = 3, v0 = 1) 24939 glActiveTexture(texture = GL_TEXTURE1) 24940 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 24941 glUniform1i(location = 4, v0 = 1) 24942 glActiveTexture(texture = GL_TEXTURE0) 24943 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24944 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 24946 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 24947 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24948 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24949 glViewport(x = 0, y = 0, width = 610, height = 678) 24950 glUseProgram(program = 0) 24951 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 24952 glEnable(cap = GL_BLEND) 24953 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 24954 glClear(mask = GL_COLOR_BUFFER_BIT) 24955 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 24958 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 24959 glFlush() 24961 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 24962 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 24963 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 24964 glDisable(cap = GL_FRAMEBUFFER_SRGB) 24965 glDisable(cap = GL_SCISSOR_TEST) 24966 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24967 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 24968 glClear(mask = GL_COLOR_BUFFER_BIT) 24969 glDisable(cap = GL_SCISSOR_TEST) 24970 glDisable(cap = GL_CULL_FACE) 24971 glFrontFace(mode = GL_CCW) 24972 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 24973 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 24974 glDisable(cap = GL_BLEND) 24975 glDisable(cap = GL_DEPTH_TEST) 24976 glDepthMask(flag = GL_FALSE) 24977 glDepthFunc(func = GL_LESS) 24978 glDisable(cap = GL_STENCIL_TEST) 24979 glDisable(cap = GL_POLYGON_OFFSET_FILL) 24980 glUseProgram(program = 1) 24981 glViewport(x = 0, y = 0, width = 610, height = 678) 24982 glDepthRange(zNear = 0, zFar = 1) 24983 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 24984 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 24985 glEnableVertexAttribArray(index = 0) 24986 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 24987 glEnableVertexAttribArray(index = 1) 24988 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 24989 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 24990 glUniform1i(location = 3, v0 = 0) 24991 glActiveTexture(texture = GL_TEXTURE1) 24992 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 24993 glUniform1i(location = 4, v0 = 1) 24994 glActiveTexture(texture = GL_TEXTURE0) 24995 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 24996 glEnable(cap = GL_BLEND) 24997 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 24998 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 24999 glUseProgram(program = 5) 25000 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25001 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 25002 glUniform1i(location = 3, v0 = 1) 25003 glActiveTexture(texture = GL_TEXTURE1) 25004 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 25005 glUniform1i(location = 4, v0 = 1) 25006 glActiveTexture(texture = GL_TEXTURE0) 25007 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25008 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 25010 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 25011 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25012 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25013 glViewport(x = 0, y = 0, width = 610, height = 678) 25014 glUseProgram(program = 0) 25015 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 25016 glEnable(cap = GL_BLEND) 25017 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 25018 glClear(mask = GL_COLOR_BUFFER_BIT) 25019 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25022 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25023 glFlush() 25025 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 25026 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 25027 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 25028 glDisable(cap = GL_FRAMEBUFFER_SRGB) 25029 glDisable(cap = GL_SCISSOR_TEST) 25030 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25031 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 25032 glClear(mask = GL_COLOR_BUFFER_BIT) 25033 glDisable(cap = GL_SCISSOR_TEST) 25034 glDisable(cap = GL_CULL_FACE) 25035 glFrontFace(mode = GL_CCW) 25036 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 25037 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25038 glDisable(cap = GL_BLEND) 25039 glDisable(cap = GL_DEPTH_TEST) 25040 glDepthMask(flag = GL_FALSE) 25041 glDepthFunc(func = GL_LESS) 25042 glDisable(cap = GL_STENCIL_TEST) 25043 glDisable(cap = GL_POLYGON_OFFSET_FILL) 25044 glUseProgram(program = 1) 25045 glViewport(x = 0, y = 0, width = 610, height = 678) 25046 glDepthRange(zNear = 0, zFar = 1) 25047 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 25048 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 25049 glEnableVertexAttribArray(index = 0) 25050 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 25051 glEnableVertexAttribArray(index = 1) 25052 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25053 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 25054 glUniform1i(location = 3, v0 = 0) 25055 glActiveTexture(texture = GL_TEXTURE1) 25056 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 25057 glUniform1i(location = 4, v0 = 1) 25058 glActiveTexture(texture = GL_TEXTURE0) 25059 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25060 glEnable(cap = GL_BLEND) 25061 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 25062 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 25063 glUseProgram(program = 5) 25064 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25065 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 25066 glUniform1i(location = 3, v0 = 1) 25067 glActiveTexture(texture = GL_TEXTURE1) 25068 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 25069 glUniform1i(location = 4, v0 = 1) 25070 glActiveTexture(texture = GL_TEXTURE0) 25071 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25072 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 25074 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 25075 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25076 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25077 glViewport(x = 0, y = 0, width = 610, height = 678) 25078 glUseProgram(program = 0) 25079 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 25080 glEnable(cap = GL_BLEND) 25081 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 25082 glClear(mask = GL_COLOR_BUFFER_BIT) 25083 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25086 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25087 glFlush() 25089 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 25090 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 25091 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 25092 glDisable(cap = GL_FRAMEBUFFER_SRGB) 25093 glDisable(cap = GL_SCISSOR_TEST) 25094 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25095 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 25096 glClear(mask = GL_COLOR_BUFFER_BIT) 25097 glDisable(cap = GL_SCISSOR_TEST) 25098 glDisable(cap = GL_CULL_FACE) 25099 glFrontFace(mode = GL_CCW) 25100 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 25101 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25102 glDisable(cap = GL_BLEND) 25103 glDisable(cap = GL_DEPTH_TEST) 25104 glDepthMask(flag = GL_FALSE) 25105 glDepthFunc(func = GL_LESS) 25106 glDisable(cap = GL_STENCIL_TEST) 25107 glDisable(cap = GL_POLYGON_OFFSET_FILL) 25108 glUseProgram(program = 1) 25109 glViewport(x = 0, y = 0, width = 610, height = 678) 25110 glDepthRange(zNear = 0, zFar = 1) 25111 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 25112 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 25113 glEnableVertexAttribArray(index = 0) 25114 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 25115 glEnableVertexAttribArray(index = 1) 25116 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25117 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 25118 glUniform1i(location = 3, v0 = 0) 25119 glActiveTexture(texture = GL_TEXTURE1) 25120 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 25121 glUniform1i(location = 4, v0 = 1) 25122 glActiveTexture(texture = GL_TEXTURE0) 25123 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25124 glEnable(cap = GL_BLEND) 25125 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 25126 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 25127 glUseProgram(program = 5) 25128 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25129 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 25130 glUniform1i(location = 3, v0 = 1) 25131 glActiveTexture(texture = GL_TEXTURE1) 25132 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 25133 glUniform1i(location = 4, v0 = 1) 25134 glActiveTexture(texture = GL_TEXTURE0) 25135 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25136 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 25138 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 25139 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25140 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25141 glViewport(x = 0, y = 0, width = 610, height = 678) 25142 glUseProgram(program = 0) 25143 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 25144 glEnable(cap = GL_BLEND) 25145 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 25146 glClear(mask = GL_COLOR_BUFFER_BIT) 25147 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25150 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25151 glFlush() 25153 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 25154 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 25155 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 25156 glDisable(cap = GL_FRAMEBUFFER_SRGB) 25157 glDisable(cap = GL_SCISSOR_TEST) 25158 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25159 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 25160 glClear(mask = GL_COLOR_BUFFER_BIT) 25161 glDisable(cap = GL_SCISSOR_TEST) 25162 glDisable(cap = GL_CULL_FACE) 25163 glFrontFace(mode = GL_CCW) 25164 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 25165 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25166 glDisable(cap = GL_BLEND) 25167 glDisable(cap = GL_DEPTH_TEST) 25168 glDepthMask(flag = GL_FALSE) 25169 glDepthFunc(func = GL_LESS) 25170 glDisable(cap = GL_STENCIL_TEST) 25171 glDisable(cap = GL_POLYGON_OFFSET_FILL) 25172 glUseProgram(program = 1) 25173 glViewport(x = 0, y = 0, width = 610, height = 678) 25174 glDepthRange(zNear = 0, zFar = 1) 25175 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 25176 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 25177 glEnableVertexAttribArray(index = 0) 25178 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 25179 glEnableVertexAttribArray(index = 1) 25180 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25181 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 25182 glUniform1i(location = 3, v0 = 0) 25183 glActiveTexture(texture = GL_TEXTURE1) 25184 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 25185 glUniform1i(location = 4, v0 = 1) 25186 glActiveTexture(texture = GL_TEXTURE0) 25187 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25188 glEnable(cap = GL_BLEND) 25189 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 25190 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 25191 glUseProgram(program = 5) 25192 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25193 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 25194 glUniform1i(location = 3, v0 = 1) 25195 glActiveTexture(texture = GL_TEXTURE1) 25196 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 25197 glUniform1i(location = 4, v0 = 1) 25198 glActiveTexture(texture = GL_TEXTURE0) 25199 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25200 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 25202 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 25203 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25204 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25205 glViewport(x = 0, y = 0, width = 610, height = 678) 25206 glUseProgram(program = 0) 25207 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 25208 glEnable(cap = GL_BLEND) 25209 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 25210 glClear(mask = GL_COLOR_BUFFER_BIT) 25211 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25214 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25215 glFlush() 25217 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 25218 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 25219 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 25220 glDisable(cap = GL_FRAMEBUFFER_SRGB) 25221 glDisable(cap = GL_SCISSOR_TEST) 25222 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25223 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 25224 glClear(mask = GL_COLOR_BUFFER_BIT) 25225 glDisable(cap = GL_SCISSOR_TEST) 25226 glDisable(cap = GL_CULL_FACE) 25227 glFrontFace(mode = GL_CCW) 25228 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 25229 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25230 glDisable(cap = GL_BLEND) 25231 glDisable(cap = GL_DEPTH_TEST) 25232 glDepthMask(flag = GL_FALSE) 25233 glDepthFunc(func = GL_LESS) 25234 glDisable(cap = GL_STENCIL_TEST) 25235 glDisable(cap = GL_POLYGON_OFFSET_FILL) 25236 glUseProgram(program = 1) 25237 glViewport(x = 0, y = 0, width = 610, height = 678) 25238 glDepthRange(zNear = 0, zFar = 1) 25239 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 25240 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 25241 glEnableVertexAttribArray(index = 0) 25242 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 25243 glEnableVertexAttribArray(index = 1) 25244 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25245 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 25246 glUniform1i(location = 3, v0 = 0) 25247 glActiveTexture(texture = GL_TEXTURE1) 25248 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 25249 glUniform1i(location = 4, v0 = 1) 25250 glActiveTexture(texture = GL_TEXTURE0) 25251 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25252 glEnable(cap = GL_BLEND) 25253 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 25254 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 25255 glUseProgram(program = 5) 25256 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25257 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 25258 glUniform1i(location = 3, v0 = 1) 25259 glActiveTexture(texture = GL_TEXTURE1) 25260 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 25261 glUniform1i(location = 4, v0 = 1) 25262 glActiveTexture(texture = GL_TEXTURE0) 25263 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25264 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 25266 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 25267 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25268 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25269 glViewport(x = 0, y = 0, width = 610, height = 678) 25270 glUseProgram(program = 0) 25271 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 25272 glEnable(cap = GL_BLEND) 25273 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 25274 glClear(mask = GL_COLOR_BUFFER_BIT) 25275 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25278 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25279 glFlush() 25281 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 25282 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 25283 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 25284 glDisable(cap = GL_FRAMEBUFFER_SRGB) 25285 glDisable(cap = GL_SCISSOR_TEST) 25286 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25287 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 25288 glClear(mask = GL_COLOR_BUFFER_BIT) 25289 glDisable(cap = GL_SCISSOR_TEST) 25290 glDisable(cap = GL_CULL_FACE) 25291 glFrontFace(mode = GL_CCW) 25292 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 25293 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25294 glDisable(cap = GL_BLEND) 25295 glDisable(cap = GL_DEPTH_TEST) 25296 glDepthMask(flag = GL_FALSE) 25297 glDepthFunc(func = GL_LESS) 25298 glDisable(cap = GL_STENCIL_TEST) 25299 glDisable(cap = GL_POLYGON_OFFSET_FILL) 25300 glUseProgram(program = 1) 25301 glViewport(x = 0, y = 0, width = 610, height = 678) 25302 glDepthRange(zNear = 0, zFar = 1) 25303 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 25304 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 25305 glEnableVertexAttribArray(index = 0) 25306 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 25307 glEnableVertexAttribArray(index = 1) 25308 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25309 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 25310 glUniform1i(location = 3, v0 = 0) 25311 glActiveTexture(texture = GL_TEXTURE1) 25312 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 25313 glUniform1i(location = 4, v0 = 1) 25314 glActiveTexture(texture = GL_TEXTURE0) 25315 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25316 glEnable(cap = GL_BLEND) 25317 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 25318 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 25319 glUseProgram(program = 5) 25320 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25321 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 25322 glUniform1i(location = 3, v0 = 1) 25323 glActiveTexture(texture = GL_TEXTURE1) 25324 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 25325 glUniform1i(location = 4, v0 = 1) 25326 glActiveTexture(texture = GL_TEXTURE0) 25327 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25328 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 25330 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 25331 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25332 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25333 glViewport(x = 0, y = 0, width = 610, height = 678) 25334 glUseProgram(program = 0) 25335 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 25336 glEnable(cap = GL_BLEND) 25337 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 25338 glClear(mask = GL_COLOR_BUFFER_BIT) 25339 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25342 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25343 glFlush() 25345 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 25346 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 25347 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 25348 glDisable(cap = GL_FRAMEBUFFER_SRGB) 25349 glDisable(cap = GL_SCISSOR_TEST) 25350 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25351 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 25352 glClear(mask = GL_COLOR_BUFFER_BIT) 25353 glDisable(cap = GL_SCISSOR_TEST) 25354 glDisable(cap = GL_CULL_FACE) 25355 glFrontFace(mode = GL_CCW) 25356 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 25357 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25358 glDisable(cap = GL_BLEND) 25359 glDisable(cap = GL_DEPTH_TEST) 25360 glDepthMask(flag = GL_FALSE) 25361 glDepthFunc(func = GL_LESS) 25362 glDisable(cap = GL_STENCIL_TEST) 25363 glDisable(cap = GL_POLYGON_OFFSET_FILL) 25364 glUseProgram(program = 1) 25365 glViewport(x = 0, y = 0, width = 610, height = 678) 25366 glDepthRange(zNear = 0, zFar = 1) 25367 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 25368 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 25369 glEnableVertexAttribArray(index = 0) 25370 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 25371 glEnableVertexAttribArray(index = 1) 25372 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25373 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 25374 glUniform1i(location = 3, v0 = 0) 25375 glActiveTexture(texture = GL_TEXTURE1) 25376 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 25377 glUniform1i(location = 4, v0 = 1) 25378 glActiveTexture(texture = GL_TEXTURE0) 25379 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25380 glEnable(cap = GL_BLEND) 25381 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 25382 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 25383 glUseProgram(program = 5) 25384 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25385 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 25386 glUniform1i(location = 3, v0 = 1) 25387 glActiveTexture(texture = GL_TEXTURE1) 25388 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 25389 glUniform1i(location = 4, v0 = 1) 25390 glActiveTexture(texture = GL_TEXTURE0) 25391 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25392 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 25394 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 25395 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25396 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25397 glViewport(x = 0, y = 0, width = 610, height = 678) 25398 glUseProgram(program = 0) 25399 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 25400 glEnable(cap = GL_BLEND) 25401 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 25402 glClear(mask = GL_COLOR_BUFFER_BIT) 25403 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25406 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25407 glFlush() 25409 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 25410 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 25411 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 25412 glDisable(cap = GL_FRAMEBUFFER_SRGB) 25413 glDisable(cap = GL_SCISSOR_TEST) 25414 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25415 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 25416 glClear(mask = GL_COLOR_BUFFER_BIT) 25417 glDisable(cap = GL_SCISSOR_TEST) 25418 glDisable(cap = GL_CULL_FACE) 25419 glFrontFace(mode = GL_CCW) 25420 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 25421 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25422 glDisable(cap = GL_BLEND) 25423 glDisable(cap = GL_DEPTH_TEST) 25424 glDepthMask(flag = GL_FALSE) 25425 glDepthFunc(func = GL_LESS) 25426 glDisable(cap = GL_STENCIL_TEST) 25427 glDisable(cap = GL_POLYGON_OFFSET_FILL) 25428 glUseProgram(program = 1) 25429 glViewport(x = 0, y = 0, width = 610, height = 678) 25430 glDepthRange(zNear = 0, zFar = 1) 25431 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 25432 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 25433 glEnableVertexAttribArray(index = 0) 25434 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 25435 glEnableVertexAttribArray(index = 1) 25436 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25437 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 25438 glUniform1i(location = 3, v0 = 0) 25439 glActiveTexture(texture = GL_TEXTURE1) 25440 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 25441 glUniform1i(location = 4, v0 = 1) 25442 glActiveTexture(texture = GL_TEXTURE0) 25443 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25444 glEnable(cap = GL_BLEND) 25445 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 25446 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 25447 glUseProgram(program = 5) 25448 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25449 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 25450 glUniform1i(location = 3, v0 = 1) 25451 glActiveTexture(texture = GL_TEXTURE1) 25452 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 25453 glUniform1i(location = 4, v0 = 1) 25454 glActiveTexture(texture = GL_TEXTURE0) 25455 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25456 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 25458 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 25459 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25460 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25461 glViewport(x = 0, y = 0, width = 610, height = 678) 25462 glUseProgram(program = 0) 25463 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 25464 glEnable(cap = GL_BLEND) 25465 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 25466 glClear(mask = GL_COLOR_BUFFER_BIT) 25467 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25470 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25471 glFlush() 25473 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 25474 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 25475 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 25476 glDisable(cap = GL_FRAMEBUFFER_SRGB) 25477 glDisable(cap = GL_SCISSOR_TEST) 25478 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25479 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 25480 glClear(mask = GL_COLOR_BUFFER_BIT) 25481 glDisable(cap = GL_SCISSOR_TEST) 25482 glDisable(cap = GL_CULL_FACE) 25483 glFrontFace(mode = GL_CCW) 25484 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 25485 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25486 glDisable(cap = GL_BLEND) 25487 glDisable(cap = GL_DEPTH_TEST) 25488 glDepthMask(flag = GL_FALSE) 25489 glDepthFunc(func = GL_LESS) 25490 glDisable(cap = GL_STENCIL_TEST) 25491 glDisable(cap = GL_POLYGON_OFFSET_FILL) 25492 glUseProgram(program = 1) 25493 glViewport(x = 0, y = 0, width = 610, height = 678) 25494 glDepthRange(zNear = 0, zFar = 1) 25495 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 25496 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 25497 glEnableVertexAttribArray(index = 0) 25498 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 25499 glEnableVertexAttribArray(index = 1) 25500 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25501 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 25502 glUniform1i(location = 3, v0 = 0) 25503 glActiveTexture(texture = GL_TEXTURE1) 25504 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 25505 glUniform1i(location = 4, v0 = 1) 25506 glActiveTexture(texture = GL_TEXTURE0) 25507 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25508 glEnable(cap = GL_BLEND) 25509 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 25510 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 25511 glUseProgram(program = 5) 25512 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25513 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 25514 glUniform1i(location = 3, v0 = 1) 25515 glActiveTexture(texture = GL_TEXTURE1) 25516 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 25517 glUniform1i(location = 4, v0 = 1) 25518 glActiveTexture(texture = GL_TEXTURE0) 25519 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25520 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 25522 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 25523 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25524 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25525 glViewport(x = 0, y = 0, width = 610, height = 678) 25526 glUseProgram(program = 0) 25527 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 25528 glEnable(cap = GL_BLEND) 25529 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 25530 glClear(mask = GL_COLOR_BUFFER_BIT) 25531 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25534 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25535 glFlush() 25537 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 25538 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 25539 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 25540 glDisable(cap = GL_FRAMEBUFFER_SRGB) 25541 glDisable(cap = GL_SCISSOR_TEST) 25542 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25543 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 25544 glClear(mask = GL_COLOR_BUFFER_BIT) 25545 glDisable(cap = GL_SCISSOR_TEST) 25546 glDisable(cap = GL_CULL_FACE) 25547 glFrontFace(mode = GL_CCW) 25548 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 25549 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25550 glDisable(cap = GL_BLEND) 25551 glDisable(cap = GL_DEPTH_TEST) 25552 glDepthMask(flag = GL_FALSE) 25553 glDepthFunc(func = GL_LESS) 25554 glDisable(cap = GL_STENCIL_TEST) 25555 glDisable(cap = GL_POLYGON_OFFSET_FILL) 25556 glUseProgram(program = 1) 25557 glViewport(x = 0, y = 0, width = 610, height = 678) 25558 glDepthRange(zNear = 0, zFar = 1) 25559 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 25560 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 25561 glEnableVertexAttribArray(index = 0) 25562 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 25563 glEnableVertexAttribArray(index = 1) 25564 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25565 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 25566 glUniform1i(location = 3, v0 = 0) 25567 glActiveTexture(texture = GL_TEXTURE1) 25568 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 25569 glUniform1i(location = 4, v0 = 1) 25570 glActiveTexture(texture = GL_TEXTURE0) 25571 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25572 glEnable(cap = GL_BLEND) 25573 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 25574 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 25575 glUseProgram(program = 5) 25576 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25577 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 25578 glUniform1i(location = 3, v0 = 1) 25579 glActiveTexture(texture = GL_TEXTURE1) 25580 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 25581 glUniform1i(location = 4, v0 = 1) 25582 glActiveTexture(texture = GL_TEXTURE0) 25583 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25584 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 25586 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 25587 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25588 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25589 glViewport(x = 0, y = 0, width = 610, height = 678) 25590 glUseProgram(program = 0) 25591 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 25592 glEnable(cap = GL_BLEND) 25593 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 25594 glClear(mask = GL_COLOR_BUFFER_BIT) 25595 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25598 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25599 glFlush() 25601 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 25602 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 25603 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 25604 glDisable(cap = GL_FRAMEBUFFER_SRGB) 25605 glDisable(cap = GL_SCISSOR_TEST) 25606 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25607 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 25608 glClear(mask = GL_COLOR_BUFFER_BIT) 25609 glDisable(cap = GL_SCISSOR_TEST) 25610 glDisable(cap = GL_CULL_FACE) 25611 glFrontFace(mode = GL_CCW) 25612 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 25613 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25614 glDisable(cap = GL_BLEND) 25615 glDisable(cap = GL_DEPTH_TEST) 25616 glDepthMask(flag = GL_FALSE) 25617 glDepthFunc(func = GL_LESS) 25618 glDisable(cap = GL_STENCIL_TEST) 25619 glDisable(cap = GL_POLYGON_OFFSET_FILL) 25620 glUseProgram(program = 1) 25621 glViewport(x = 0, y = 0, width = 610, height = 678) 25622 glDepthRange(zNear = 0, zFar = 1) 25623 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 25624 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 25625 glEnableVertexAttribArray(index = 0) 25626 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 25627 glEnableVertexAttribArray(index = 1) 25628 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25629 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 25630 glUniform1i(location = 3, v0 = 0) 25631 glActiveTexture(texture = GL_TEXTURE1) 25632 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 25633 glUniform1i(location = 4, v0 = 1) 25634 glActiveTexture(texture = GL_TEXTURE0) 25635 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25636 glEnable(cap = GL_BLEND) 25637 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 25638 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 25639 glUseProgram(program = 5) 25640 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25641 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 25642 glUniform1i(location = 3, v0 = 1) 25643 glActiveTexture(texture = GL_TEXTURE1) 25644 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 25645 glUniform1i(location = 4, v0 = 1) 25646 glActiveTexture(texture = GL_TEXTURE0) 25647 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25648 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 25650 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 25651 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25652 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25653 glViewport(x = 0, y = 0, width = 610, height = 678) 25654 glUseProgram(program = 0) 25655 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 25656 glEnable(cap = GL_BLEND) 25657 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 25658 glClear(mask = GL_COLOR_BUFFER_BIT) 25659 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25662 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25663 glFlush() 25665 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 25666 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 25667 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 25668 glDisable(cap = GL_FRAMEBUFFER_SRGB) 25669 glDisable(cap = GL_SCISSOR_TEST) 25670 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25671 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 25672 glClear(mask = GL_COLOR_BUFFER_BIT) 25673 glDisable(cap = GL_SCISSOR_TEST) 25674 glDisable(cap = GL_CULL_FACE) 25675 glFrontFace(mode = GL_CCW) 25676 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 25677 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25678 glDisable(cap = GL_BLEND) 25679 glDisable(cap = GL_DEPTH_TEST) 25680 glDepthMask(flag = GL_FALSE) 25681 glDepthFunc(func = GL_LESS) 25682 glDisable(cap = GL_STENCIL_TEST) 25683 glDisable(cap = GL_POLYGON_OFFSET_FILL) 25684 glUseProgram(program = 1) 25685 glViewport(x = 0, y = 0, width = 610, height = 678) 25686 glDepthRange(zNear = 0, zFar = 1) 25687 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 25688 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 25689 glEnableVertexAttribArray(index = 0) 25690 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 25691 glEnableVertexAttribArray(index = 1) 25692 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25693 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 25694 glUniform1i(location = 3, v0 = 0) 25695 glActiveTexture(texture = GL_TEXTURE1) 25696 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 25697 glUniform1i(location = 4, v0 = 1) 25698 glActiveTexture(texture = GL_TEXTURE0) 25699 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25700 glEnable(cap = GL_BLEND) 25701 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 25702 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 25703 glUseProgram(program = 5) 25704 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25705 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 25706 glUniform1i(location = 3, v0 = 1) 25707 glActiveTexture(texture = GL_TEXTURE1) 25708 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 25709 glUniform1i(location = 4, v0 = 1) 25710 glActiveTexture(texture = GL_TEXTURE0) 25711 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25712 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 25714 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 25715 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25716 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25717 glViewport(x = 0, y = 0, width = 610, height = 678) 25718 glUseProgram(program = 0) 25719 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 25720 glEnable(cap = GL_BLEND) 25721 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 25722 glClear(mask = GL_COLOR_BUFFER_BIT) 25723 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25726 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25727 glFlush() 25729 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 25730 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 25731 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 25732 glDisable(cap = GL_FRAMEBUFFER_SRGB) 25733 glDisable(cap = GL_SCISSOR_TEST) 25734 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25735 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 25736 glClear(mask = GL_COLOR_BUFFER_BIT) 25737 glDisable(cap = GL_SCISSOR_TEST) 25738 glDisable(cap = GL_CULL_FACE) 25739 glFrontFace(mode = GL_CCW) 25740 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 25741 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25742 glDisable(cap = GL_BLEND) 25743 glDisable(cap = GL_DEPTH_TEST) 25744 glDepthMask(flag = GL_FALSE) 25745 glDepthFunc(func = GL_LESS) 25746 glDisable(cap = GL_STENCIL_TEST) 25747 glDisable(cap = GL_POLYGON_OFFSET_FILL) 25748 glUseProgram(program = 1) 25749 glViewport(x = 0, y = 0, width = 610, height = 678) 25750 glDepthRange(zNear = 0, zFar = 1) 25751 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 25752 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 25753 glEnableVertexAttribArray(index = 0) 25754 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 25755 glEnableVertexAttribArray(index = 1) 25756 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25757 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 25758 glUniform1i(location = 3, v0 = 0) 25759 glActiveTexture(texture = GL_TEXTURE1) 25760 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 25761 glUniform1i(location = 4, v0 = 1) 25762 glActiveTexture(texture = GL_TEXTURE0) 25763 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25764 glEnable(cap = GL_BLEND) 25765 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 25766 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 25767 glUseProgram(program = 5) 25768 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25769 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 25770 glUniform1i(location = 3, v0 = 1) 25771 glActiveTexture(texture = GL_TEXTURE1) 25772 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 25773 glUniform1i(location = 4, v0 = 1) 25774 glActiveTexture(texture = GL_TEXTURE0) 25775 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25776 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 25778 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 25779 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25780 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25781 glViewport(x = 0, y = 0, width = 610, height = 678) 25782 glUseProgram(program = 0) 25783 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 25784 glEnable(cap = GL_BLEND) 25785 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 25786 glClear(mask = GL_COLOR_BUFFER_BIT) 25787 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25790 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25791 glFlush() 25793 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 25794 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 25795 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 25796 glDisable(cap = GL_FRAMEBUFFER_SRGB) 25797 glDisable(cap = GL_SCISSOR_TEST) 25798 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25799 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 25800 glClear(mask = GL_COLOR_BUFFER_BIT) 25801 glDisable(cap = GL_SCISSOR_TEST) 25802 glDisable(cap = GL_CULL_FACE) 25803 glFrontFace(mode = GL_CCW) 25804 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 25805 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25806 glDisable(cap = GL_BLEND) 25807 glDisable(cap = GL_DEPTH_TEST) 25808 glDepthMask(flag = GL_FALSE) 25809 glDepthFunc(func = GL_LESS) 25810 glDisable(cap = GL_STENCIL_TEST) 25811 glDisable(cap = GL_POLYGON_OFFSET_FILL) 25812 glUseProgram(program = 1) 25813 glViewport(x = 0, y = 0, width = 610, height = 678) 25814 glDepthRange(zNear = 0, zFar = 1) 25815 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 25816 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 25817 glEnableVertexAttribArray(index = 0) 25818 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 25819 glEnableVertexAttribArray(index = 1) 25820 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25821 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 25822 glUniform1i(location = 3, v0 = 0) 25823 glActiveTexture(texture = GL_TEXTURE1) 25824 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 25825 glUniform1i(location = 4, v0 = 1) 25826 glActiveTexture(texture = GL_TEXTURE0) 25827 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25828 glEnable(cap = GL_BLEND) 25829 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 25830 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 25831 glUseProgram(program = 5) 25832 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25833 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 25834 glUniform1i(location = 3, v0 = 1) 25835 glActiveTexture(texture = GL_TEXTURE1) 25836 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 25837 glUniform1i(location = 4, v0 = 1) 25838 glActiveTexture(texture = GL_TEXTURE0) 25839 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25840 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 25842 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 25843 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25844 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25845 glViewport(x = 0, y = 0, width = 610, height = 678) 25846 glUseProgram(program = 0) 25847 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 25848 glEnable(cap = GL_BLEND) 25849 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 25850 glClear(mask = GL_COLOR_BUFFER_BIT) 25851 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25854 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25855 glFlush() 25857 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 25858 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 25859 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 25860 glDisable(cap = GL_FRAMEBUFFER_SRGB) 25861 glDisable(cap = GL_SCISSOR_TEST) 25862 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25863 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 25864 glClear(mask = GL_COLOR_BUFFER_BIT) 25865 glDisable(cap = GL_SCISSOR_TEST) 25866 glDisable(cap = GL_CULL_FACE) 25867 glFrontFace(mode = GL_CCW) 25868 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 25869 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25870 glDisable(cap = GL_BLEND) 25871 glDisable(cap = GL_DEPTH_TEST) 25872 glDepthMask(flag = GL_FALSE) 25873 glDepthFunc(func = GL_LESS) 25874 glDisable(cap = GL_STENCIL_TEST) 25875 glDisable(cap = GL_POLYGON_OFFSET_FILL) 25876 glUseProgram(program = 1) 25877 glViewport(x = 0, y = 0, width = 610, height = 678) 25878 glDepthRange(zNear = 0, zFar = 1) 25879 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 25880 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 25881 glEnableVertexAttribArray(index = 0) 25882 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 25883 glEnableVertexAttribArray(index = 1) 25884 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25885 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 25886 glUniform1i(location = 3, v0 = 0) 25887 glActiveTexture(texture = GL_TEXTURE1) 25888 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 25889 glUniform1i(location = 4, v0 = 1) 25890 glActiveTexture(texture = GL_TEXTURE0) 25891 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25892 glEnable(cap = GL_BLEND) 25893 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 25894 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 25895 glUseProgram(program = 5) 25896 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25897 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 25898 glUniform1i(location = 3, v0 = 1) 25899 glActiveTexture(texture = GL_TEXTURE1) 25900 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 25901 glUniform1i(location = 4, v0 = 1) 25902 glActiveTexture(texture = GL_TEXTURE0) 25903 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25904 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 25906 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 25907 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25908 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25909 glViewport(x = 0, y = 0, width = 610, height = 678) 25910 glUseProgram(program = 0) 25911 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 25912 glEnable(cap = GL_BLEND) 25913 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 25914 glClear(mask = GL_COLOR_BUFFER_BIT) 25915 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25918 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25919 glFlush() 25921 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 25922 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 25923 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 25924 glDisable(cap = GL_FRAMEBUFFER_SRGB) 25925 glDisable(cap = GL_SCISSOR_TEST) 25926 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25927 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 25928 glClear(mask = GL_COLOR_BUFFER_BIT) 25929 glDisable(cap = GL_SCISSOR_TEST) 25930 glDisable(cap = GL_CULL_FACE) 25931 glFrontFace(mode = GL_CCW) 25932 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 25933 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25934 glDisable(cap = GL_BLEND) 25935 glDisable(cap = GL_DEPTH_TEST) 25936 glDepthMask(flag = GL_FALSE) 25937 glDepthFunc(func = GL_LESS) 25938 glDisable(cap = GL_STENCIL_TEST) 25939 glDisable(cap = GL_POLYGON_OFFSET_FILL) 25940 glUseProgram(program = 1) 25941 glViewport(x = 0, y = 0, width = 610, height = 678) 25942 glDepthRange(zNear = 0, zFar = 1) 25943 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 25944 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 25945 glEnableVertexAttribArray(index = 0) 25946 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 25947 glEnableVertexAttribArray(index = 1) 25948 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25949 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 25950 glUniform1i(location = 3, v0 = 0) 25951 glActiveTexture(texture = GL_TEXTURE1) 25952 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 25953 glUniform1i(location = 4, v0 = 1) 25954 glActiveTexture(texture = GL_TEXTURE0) 25955 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25956 glEnable(cap = GL_BLEND) 25957 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 25958 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 25959 glUseProgram(program = 5) 25960 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 25961 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 25962 glUniform1i(location = 3, v0 = 1) 25963 glActiveTexture(texture = GL_TEXTURE1) 25964 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 25965 glUniform1i(location = 4, v0 = 1) 25966 glActiveTexture(texture = GL_TEXTURE0) 25967 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 25968 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 25970 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 25971 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25972 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25973 glViewport(x = 0, y = 0, width = 610, height = 678) 25974 glUseProgram(program = 0) 25975 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 25976 glEnable(cap = GL_BLEND) 25977 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 25978 glClear(mask = GL_COLOR_BUFFER_BIT) 25979 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 25982 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 25983 glFlush() 25985 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 25986 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 25987 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 25988 glDisable(cap = GL_FRAMEBUFFER_SRGB) 25989 glDisable(cap = GL_SCISSOR_TEST) 25990 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25991 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 25992 glClear(mask = GL_COLOR_BUFFER_BIT) 25993 glDisable(cap = GL_SCISSOR_TEST) 25994 glDisable(cap = GL_CULL_FACE) 25995 glFrontFace(mode = GL_CCW) 25996 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 25997 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 25998 glDisable(cap = GL_BLEND) 25999 glDisable(cap = GL_DEPTH_TEST) 26000 glDepthMask(flag = GL_FALSE) 26001 glDepthFunc(func = GL_LESS) 26002 glDisable(cap = GL_STENCIL_TEST) 26003 glDisable(cap = GL_POLYGON_OFFSET_FILL) 26004 glUseProgram(program = 1) 26005 glViewport(x = 0, y = 0, width = 610, height = 678) 26006 glDepthRange(zNear = 0, zFar = 1) 26007 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 26008 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 26009 glEnableVertexAttribArray(index = 0) 26010 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 26011 glEnableVertexAttribArray(index = 1) 26012 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26013 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 26014 glUniform1i(location = 3, v0 = 0) 26015 glActiveTexture(texture = GL_TEXTURE1) 26016 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 26017 glUniform1i(location = 4, v0 = 1) 26018 glActiveTexture(texture = GL_TEXTURE0) 26019 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26020 glEnable(cap = GL_BLEND) 26021 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 26022 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 26023 glUseProgram(program = 5) 26024 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26025 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 26026 glUniform1i(location = 3, v0 = 1) 26027 glActiveTexture(texture = GL_TEXTURE1) 26028 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 26029 glUniform1i(location = 4, v0 = 1) 26030 glActiveTexture(texture = GL_TEXTURE0) 26031 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26032 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 26034 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 26035 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26036 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26037 glViewport(x = 0, y = 0, width = 610, height = 678) 26038 glUseProgram(program = 0) 26039 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 26040 glEnable(cap = GL_BLEND) 26041 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 26042 glClear(mask = GL_COLOR_BUFFER_BIT) 26043 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26046 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26047 glFlush() 26049 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 26050 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 26051 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 26052 glDisable(cap = GL_FRAMEBUFFER_SRGB) 26053 glDisable(cap = GL_SCISSOR_TEST) 26054 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26055 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 26056 glClear(mask = GL_COLOR_BUFFER_BIT) 26057 glDisable(cap = GL_SCISSOR_TEST) 26058 glDisable(cap = GL_CULL_FACE) 26059 glFrontFace(mode = GL_CCW) 26060 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 26061 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26062 glDisable(cap = GL_BLEND) 26063 glDisable(cap = GL_DEPTH_TEST) 26064 glDepthMask(flag = GL_FALSE) 26065 glDepthFunc(func = GL_LESS) 26066 glDisable(cap = GL_STENCIL_TEST) 26067 glDisable(cap = GL_POLYGON_OFFSET_FILL) 26068 glUseProgram(program = 1) 26069 glViewport(x = 0, y = 0, width = 610, height = 678) 26070 glDepthRange(zNear = 0, zFar = 1) 26071 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 26072 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 26073 glEnableVertexAttribArray(index = 0) 26074 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 26075 glEnableVertexAttribArray(index = 1) 26076 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26077 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 26078 glUniform1i(location = 3, v0 = 0) 26079 glActiveTexture(texture = GL_TEXTURE1) 26080 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 26081 glUniform1i(location = 4, v0 = 1) 26082 glActiveTexture(texture = GL_TEXTURE0) 26083 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26084 glEnable(cap = GL_BLEND) 26085 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 26086 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 26087 glUseProgram(program = 5) 26088 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26089 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 26090 glUniform1i(location = 3, v0 = 1) 26091 glActiveTexture(texture = GL_TEXTURE1) 26092 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 26093 glUniform1i(location = 4, v0 = 1) 26094 glActiveTexture(texture = GL_TEXTURE0) 26095 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26096 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 26098 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 26099 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26100 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26101 glViewport(x = 0, y = 0, width = 610, height = 678) 26102 glUseProgram(program = 0) 26103 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 26104 glEnable(cap = GL_BLEND) 26105 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 26106 glClear(mask = GL_COLOR_BUFFER_BIT) 26107 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26110 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26111 glFlush() 26113 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 26114 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 26115 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 26116 glDisable(cap = GL_FRAMEBUFFER_SRGB) 26117 glDisable(cap = GL_SCISSOR_TEST) 26118 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26119 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 26120 glClear(mask = GL_COLOR_BUFFER_BIT) 26121 glDisable(cap = GL_SCISSOR_TEST) 26122 glDisable(cap = GL_CULL_FACE) 26123 glFrontFace(mode = GL_CCW) 26124 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 26125 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26126 glDisable(cap = GL_BLEND) 26127 glDisable(cap = GL_DEPTH_TEST) 26128 glDepthMask(flag = GL_FALSE) 26129 glDepthFunc(func = GL_LESS) 26130 glDisable(cap = GL_STENCIL_TEST) 26131 glDisable(cap = GL_POLYGON_OFFSET_FILL) 26132 glUseProgram(program = 1) 26133 glViewport(x = 0, y = 0, width = 610, height = 678) 26134 glDepthRange(zNear = 0, zFar = 1) 26135 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 26136 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 26137 glEnableVertexAttribArray(index = 0) 26138 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 26139 glEnableVertexAttribArray(index = 1) 26140 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26141 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 26142 glUniform1i(location = 3, v0 = 0) 26143 glActiveTexture(texture = GL_TEXTURE1) 26144 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 26145 glUniform1i(location = 4, v0 = 1) 26146 glActiveTexture(texture = GL_TEXTURE0) 26147 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26148 glEnable(cap = GL_BLEND) 26149 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 26150 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 26151 glUseProgram(program = 5) 26152 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26153 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 26154 glUniform1i(location = 3, v0 = 1) 26155 glActiveTexture(texture = GL_TEXTURE1) 26156 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 26157 glUniform1i(location = 4, v0 = 1) 26158 glActiveTexture(texture = GL_TEXTURE0) 26159 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26160 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 26162 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 26163 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26164 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26165 glViewport(x = 0, y = 0, width = 610, height = 678) 26166 glUseProgram(program = 0) 26167 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 26168 glEnable(cap = GL_BLEND) 26169 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 26170 glClear(mask = GL_COLOR_BUFFER_BIT) 26171 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26174 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26175 glFlush() 26177 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 26178 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 26179 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 26180 glDisable(cap = GL_FRAMEBUFFER_SRGB) 26181 glDisable(cap = GL_SCISSOR_TEST) 26182 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26183 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 26184 glClear(mask = GL_COLOR_BUFFER_BIT) 26185 glDisable(cap = GL_SCISSOR_TEST) 26186 glDisable(cap = GL_CULL_FACE) 26187 glFrontFace(mode = GL_CCW) 26188 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 26189 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26190 glDisable(cap = GL_BLEND) 26191 glDisable(cap = GL_DEPTH_TEST) 26192 glDepthMask(flag = GL_FALSE) 26193 glDepthFunc(func = GL_LESS) 26194 glDisable(cap = GL_STENCIL_TEST) 26195 glDisable(cap = GL_POLYGON_OFFSET_FILL) 26196 glUseProgram(program = 1) 26197 glViewport(x = 0, y = 0, width = 610, height = 678) 26198 glDepthRange(zNear = 0, zFar = 1) 26199 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 26200 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 26201 glEnableVertexAttribArray(index = 0) 26202 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 26203 glEnableVertexAttribArray(index = 1) 26204 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26205 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 26206 glUniform1i(location = 3, v0 = 0) 26207 glActiveTexture(texture = GL_TEXTURE1) 26208 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 26209 glUniform1i(location = 4, v0 = 1) 26210 glActiveTexture(texture = GL_TEXTURE0) 26211 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26212 glEnable(cap = GL_BLEND) 26213 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 26214 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 26215 glUseProgram(program = 5) 26216 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26217 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 26218 glUniform1i(location = 3, v0 = 1) 26219 glActiveTexture(texture = GL_TEXTURE1) 26220 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 26221 glUniform1i(location = 4, v0 = 1) 26222 glActiveTexture(texture = GL_TEXTURE0) 26223 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26224 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 26226 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 26227 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26228 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26229 glViewport(x = 0, y = 0, width = 610, height = 678) 26230 glUseProgram(program = 0) 26231 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 26232 glEnable(cap = GL_BLEND) 26233 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 26234 glClear(mask = GL_COLOR_BUFFER_BIT) 26235 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26238 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26239 glFlush() 26241 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 26242 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 26243 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 26244 glDisable(cap = GL_FRAMEBUFFER_SRGB) 26245 glDisable(cap = GL_SCISSOR_TEST) 26246 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26247 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 26248 glClear(mask = GL_COLOR_BUFFER_BIT) 26249 glDisable(cap = GL_SCISSOR_TEST) 26250 glDisable(cap = GL_CULL_FACE) 26251 glFrontFace(mode = GL_CCW) 26252 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 26253 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26254 glDisable(cap = GL_BLEND) 26255 glDisable(cap = GL_DEPTH_TEST) 26256 glDepthMask(flag = GL_FALSE) 26257 glDepthFunc(func = GL_LESS) 26258 glDisable(cap = GL_STENCIL_TEST) 26259 glDisable(cap = GL_POLYGON_OFFSET_FILL) 26260 glUseProgram(program = 1) 26261 glViewport(x = 0, y = 0, width = 610, height = 678) 26262 glDepthRange(zNear = 0, zFar = 1) 26263 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 26264 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 26265 glEnableVertexAttribArray(index = 0) 26266 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 26267 glEnableVertexAttribArray(index = 1) 26268 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26269 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 26270 glUniform1i(location = 3, v0 = 0) 26271 glActiveTexture(texture = GL_TEXTURE1) 26272 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 26273 glUniform1i(location = 4, v0 = 1) 26274 glActiveTexture(texture = GL_TEXTURE0) 26275 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26276 glEnable(cap = GL_BLEND) 26277 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 26278 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 26279 glUseProgram(program = 5) 26280 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26281 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 26282 glUniform1i(location = 3, v0 = 1) 26283 glActiveTexture(texture = GL_TEXTURE1) 26284 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 26285 glUniform1i(location = 4, v0 = 1) 26286 glActiveTexture(texture = GL_TEXTURE0) 26287 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26288 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 26290 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 26291 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26292 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26293 glViewport(x = 0, y = 0, width = 610, height = 678) 26294 glUseProgram(program = 0) 26295 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 26296 glEnable(cap = GL_BLEND) 26297 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 26298 glClear(mask = GL_COLOR_BUFFER_BIT) 26299 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26302 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26303 glFlush() 26305 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 26306 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 26307 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 26308 glDisable(cap = GL_FRAMEBUFFER_SRGB) 26309 glDisable(cap = GL_SCISSOR_TEST) 26310 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26311 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 26312 glClear(mask = GL_COLOR_BUFFER_BIT) 26313 glDisable(cap = GL_SCISSOR_TEST) 26314 glDisable(cap = GL_CULL_FACE) 26315 glFrontFace(mode = GL_CCW) 26316 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 26317 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26318 glDisable(cap = GL_BLEND) 26319 glDisable(cap = GL_DEPTH_TEST) 26320 glDepthMask(flag = GL_FALSE) 26321 glDepthFunc(func = GL_LESS) 26322 glDisable(cap = GL_STENCIL_TEST) 26323 glDisable(cap = GL_POLYGON_OFFSET_FILL) 26324 glUseProgram(program = 1) 26325 glViewport(x = 0, y = 0, width = 610, height = 678) 26326 glDepthRange(zNear = 0, zFar = 1) 26327 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 26328 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 26329 glEnableVertexAttribArray(index = 0) 26330 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 26331 glEnableVertexAttribArray(index = 1) 26332 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26333 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 26334 glUniform1i(location = 3, v0 = 0) 26335 glActiveTexture(texture = GL_TEXTURE1) 26336 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 26337 glUniform1i(location = 4, v0 = 1) 26338 glActiveTexture(texture = GL_TEXTURE0) 26339 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26340 glEnable(cap = GL_BLEND) 26341 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 26342 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 26343 glUseProgram(program = 5) 26344 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26345 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 26346 glUniform1i(location = 3, v0 = 1) 26347 glActiveTexture(texture = GL_TEXTURE1) 26348 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 26349 glUniform1i(location = 4, v0 = 1) 26350 glActiveTexture(texture = GL_TEXTURE0) 26351 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26352 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 26354 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 26355 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26356 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26357 glViewport(x = 0, y = 0, width = 610, height = 678) 26358 glUseProgram(program = 0) 26359 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 26360 glEnable(cap = GL_BLEND) 26361 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 26362 glClear(mask = GL_COLOR_BUFFER_BIT) 26363 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26366 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26367 glFlush() 26369 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 26370 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 26371 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 26372 glDisable(cap = GL_FRAMEBUFFER_SRGB) 26373 glDisable(cap = GL_SCISSOR_TEST) 26374 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26375 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 26376 glClear(mask = GL_COLOR_BUFFER_BIT) 26377 glDisable(cap = GL_SCISSOR_TEST) 26378 glDisable(cap = GL_CULL_FACE) 26379 glFrontFace(mode = GL_CCW) 26380 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 26381 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26382 glDisable(cap = GL_BLEND) 26383 glDisable(cap = GL_DEPTH_TEST) 26384 glDepthMask(flag = GL_FALSE) 26385 glDepthFunc(func = GL_LESS) 26386 glDisable(cap = GL_STENCIL_TEST) 26387 glDisable(cap = GL_POLYGON_OFFSET_FILL) 26388 glUseProgram(program = 1) 26389 glViewport(x = 0, y = 0, width = 610, height = 678) 26390 glDepthRange(zNear = 0, zFar = 1) 26391 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 26392 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 26393 glEnableVertexAttribArray(index = 0) 26394 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 26395 glEnableVertexAttribArray(index = 1) 26396 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26397 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 26398 glUniform1i(location = 3, v0 = 0) 26399 glActiveTexture(texture = GL_TEXTURE1) 26400 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 26401 glUniform1i(location = 4, v0 = 1) 26402 glActiveTexture(texture = GL_TEXTURE0) 26403 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26404 glEnable(cap = GL_BLEND) 26405 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 26406 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 26407 glUseProgram(program = 5) 26408 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26409 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 26410 glUniform1i(location = 3, v0 = 1) 26411 glActiveTexture(texture = GL_TEXTURE1) 26412 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 26413 glUniform1i(location = 4, v0 = 1) 26414 glActiveTexture(texture = GL_TEXTURE0) 26415 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26416 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 26418 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 26419 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26420 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26421 glViewport(x = 0, y = 0, width = 610, height = 678) 26422 glUseProgram(program = 0) 26423 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 26424 glEnable(cap = GL_BLEND) 26425 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 26426 glClear(mask = GL_COLOR_BUFFER_BIT) 26427 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26430 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26431 glFlush() 26433 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 26434 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 26435 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 26436 glDisable(cap = GL_FRAMEBUFFER_SRGB) 26437 glDisable(cap = GL_SCISSOR_TEST) 26438 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26439 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 26440 glClear(mask = GL_COLOR_BUFFER_BIT) 26441 glDisable(cap = GL_SCISSOR_TEST) 26442 glDisable(cap = GL_CULL_FACE) 26443 glFrontFace(mode = GL_CCW) 26444 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 26445 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26446 glDisable(cap = GL_BLEND) 26447 glDisable(cap = GL_DEPTH_TEST) 26448 glDepthMask(flag = GL_FALSE) 26449 glDepthFunc(func = GL_LESS) 26450 glDisable(cap = GL_STENCIL_TEST) 26451 glDisable(cap = GL_POLYGON_OFFSET_FILL) 26452 glUseProgram(program = 1) 26453 glViewport(x = 0, y = 0, width = 610, height = 678) 26454 glDepthRange(zNear = 0, zFar = 1) 26455 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 26456 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 26457 glEnableVertexAttribArray(index = 0) 26458 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 26459 glEnableVertexAttribArray(index = 1) 26460 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26461 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 26462 glUniform1i(location = 3, v0 = 0) 26463 glActiveTexture(texture = GL_TEXTURE1) 26464 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 26465 glUniform1i(location = 4, v0 = 1) 26466 glActiveTexture(texture = GL_TEXTURE0) 26467 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26468 glEnable(cap = GL_BLEND) 26469 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 26470 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 26471 glUseProgram(program = 5) 26472 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26473 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 26474 glUniform1i(location = 3, v0 = 1) 26475 glActiveTexture(texture = GL_TEXTURE1) 26476 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 26477 glUniform1i(location = 4, v0 = 1) 26478 glActiveTexture(texture = GL_TEXTURE0) 26479 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26480 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 26482 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 26483 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26484 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26485 glViewport(x = 0, y = 0, width = 610, height = 678) 26486 glUseProgram(program = 0) 26487 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 26488 glEnable(cap = GL_BLEND) 26489 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 26490 glClear(mask = GL_COLOR_BUFFER_BIT) 26491 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26494 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26495 glFlush() 26497 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 26498 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 26499 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 26500 glDisable(cap = GL_FRAMEBUFFER_SRGB) 26501 glDisable(cap = GL_SCISSOR_TEST) 26502 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26503 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 26504 glClear(mask = GL_COLOR_BUFFER_BIT) 26505 glDisable(cap = GL_SCISSOR_TEST) 26506 glDisable(cap = GL_CULL_FACE) 26507 glFrontFace(mode = GL_CCW) 26508 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 26509 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26510 glDisable(cap = GL_BLEND) 26511 glDisable(cap = GL_DEPTH_TEST) 26512 glDepthMask(flag = GL_FALSE) 26513 glDepthFunc(func = GL_LESS) 26514 glDisable(cap = GL_STENCIL_TEST) 26515 glDisable(cap = GL_POLYGON_OFFSET_FILL) 26516 glUseProgram(program = 1) 26517 glViewport(x = 0, y = 0, width = 610, height = 678) 26518 glDepthRange(zNear = 0, zFar = 1) 26519 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 26520 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 26521 glEnableVertexAttribArray(index = 0) 26522 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 26523 glEnableVertexAttribArray(index = 1) 26524 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26525 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 26526 glUniform1i(location = 3, v0 = 0) 26527 glActiveTexture(texture = GL_TEXTURE1) 26528 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 26529 glUniform1i(location = 4, v0 = 1) 26530 glActiveTexture(texture = GL_TEXTURE0) 26531 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26532 glEnable(cap = GL_BLEND) 26533 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 26534 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 26535 glUseProgram(program = 5) 26536 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26537 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 26538 glUniform1i(location = 3, v0 = 1) 26539 glActiveTexture(texture = GL_TEXTURE1) 26540 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 26541 glUniform1i(location = 4, v0 = 1) 26542 glActiveTexture(texture = GL_TEXTURE0) 26543 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26544 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 26546 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 26547 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26548 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26549 glViewport(x = 0, y = 0, width = 610, height = 678) 26550 glUseProgram(program = 0) 26551 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 26552 glEnable(cap = GL_BLEND) 26553 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 26554 glClear(mask = GL_COLOR_BUFFER_BIT) 26555 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26558 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26559 glFlush() 26561 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 26562 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 26563 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 26564 glDisable(cap = GL_FRAMEBUFFER_SRGB) 26565 glDisable(cap = GL_SCISSOR_TEST) 26566 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26567 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 26568 glClear(mask = GL_COLOR_BUFFER_BIT) 26569 glDisable(cap = GL_SCISSOR_TEST) 26570 glDisable(cap = GL_CULL_FACE) 26571 glFrontFace(mode = GL_CCW) 26572 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 26573 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26574 glDisable(cap = GL_BLEND) 26575 glDisable(cap = GL_DEPTH_TEST) 26576 glDepthMask(flag = GL_FALSE) 26577 glDepthFunc(func = GL_LESS) 26578 glDisable(cap = GL_STENCIL_TEST) 26579 glDisable(cap = GL_POLYGON_OFFSET_FILL) 26580 glUseProgram(program = 1) 26581 glViewport(x = 0, y = 0, width = 610, height = 678) 26582 glDepthRange(zNear = 0, zFar = 1) 26583 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 26584 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 26585 glEnableVertexAttribArray(index = 0) 26586 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 26587 glEnableVertexAttribArray(index = 1) 26588 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26589 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 26590 glUniform1i(location = 3, v0 = 0) 26591 glActiveTexture(texture = GL_TEXTURE1) 26592 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 26593 glUniform1i(location = 4, v0 = 1) 26594 glActiveTexture(texture = GL_TEXTURE0) 26595 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26596 glEnable(cap = GL_BLEND) 26597 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 26598 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 26599 glUseProgram(program = 5) 26600 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26601 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 26602 glUniform1i(location = 3, v0 = 1) 26603 glActiveTexture(texture = GL_TEXTURE1) 26604 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 26605 glUniform1i(location = 4, v0 = 1) 26606 glActiveTexture(texture = GL_TEXTURE0) 26607 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26608 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 26610 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 26611 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26612 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26613 glViewport(x = 0, y = 0, width = 610, height = 678) 26614 glUseProgram(program = 0) 26615 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 26616 glEnable(cap = GL_BLEND) 26617 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 26618 glClear(mask = GL_COLOR_BUFFER_BIT) 26619 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26622 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26623 glFlush() 26625 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 26626 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 26627 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 26628 glDisable(cap = GL_FRAMEBUFFER_SRGB) 26629 glDisable(cap = GL_SCISSOR_TEST) 26630 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26631 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 26632 glClear(mask = GL_COLOR_BUFFER_BIT) 26633 glDisable(cap = GL_SCISSOR_TEST) 26634 glDisable(cap = GL_CULL_FACE) 26635 glFrontFace(mode = GL_CCW) 26636 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 26637 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26638 glDisable(cap = GL_BLEND) 26639 glDisable(cap = GL_DEPTH_TEST) 26640 glDepthMask(flag = GL_FALSE) 26641 glDepthFunc(func = GL_LESS) 26642 glDisable(cap = GL_STENCIL_TEST) 26643 glDisable(cap = GL_POLYGON_OFFSET_FILL) 26644 glUseProgram(program = 1) 26645 glViewport(x = 0, y = 0, width = 610, height = 678) 26646 glDepthRange(zNear = 0, zFar = 1) 26647 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 26648 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 26649 glEnableVertexAttribArray(index = 0) 26650 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 26651 glEnableVertexAttribArray(index = 1) 26652 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26653 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 26654 glUniform1i(location = 3, v0 = 0) 26655 glActiveTexture(texture = GL_TEXTURE1) 26656 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 26657 glUniform1i(location = 4, v0 = 1) 26658 glActiveTexture(texture = GL_TEXTURE0) 26659 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26660 glEnable(cap = GL_BLEND) 26661 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 26662 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 26663 glUseProgram(program = 5) 26664 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26665 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 26666 glUniform1i(location = 3, v0 = 1) 26667 glActiveTexture(texture = GL_TEXTURE1) 26668 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 26669 glUniform1i(location = 4, v0 = 1) 26670 glActiveTexture(texture = GL_TEXTURE0) 26671 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26672 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 26674 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 26675 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26676 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26677 glViewport(x = 0, y = 0, width = 610, height = 678) 26678 glUseProgram(program = 0) 26679 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 26680 glEnable(cap = GL_BLEND) 26681 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 26682 glClear(mask = GL_COLOR_BUFFER_BIT) 26683 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26686 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26687 glFlush() 26689 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 26690 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 26691 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 26692 glDisable(cap = GL_FRAMEBUFFER_SRGB) 26693 glDisable(cap = GL_SCISSOR_TEST) 26694 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26695 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 26696 glClear(mask = GL_COLOR_BUFFER_BIT) 26697 glDisable(cap = GL_SCISSOR_TEST) 26698 glDisable(cap = GL_CULL_FACE) 26699 glFrontFace(mode = GL_CCW) 26700 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 26701 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26702 glDisable(cap = GL_BLEND) 26703 glDisable(cap = GL_DEPTH_TEST) 26704 glDepthMask(flag = GL_FALSE) 26705 glDepthFunc(func = GL_LESS) 26706 glDisable(cap = GL_STENCIL_TEST) 26707 glDisable(cap = GL_POLYGON_OFFSET_FILL) 26708 glUseProgram(program = 1) 26709 glViewport(x = 0, y = 0, width = 610, height = 678) 26710 glDepthRange(zNear = 0, zFar = 1) 26711 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 26712 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 26713 glEnableVertexAttribArray(index = 0) 26714 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 26715 glEnableVertexAttribArray(index = 1) 26716 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26717 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 26718 glUniform1i(location = 3, v0 = 0) 26719 glActiveTexture(texture = GL_TEXTURE1) 26720 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 26721 glUniform1i(location = 4, v0 = 1) 26722 glActiveTexture(texture = GL_TEXTURE0) 26723 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26724 glEnable(cap = GL_BLEND) 26725 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 26726 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 26727 glUseProgram(program = 5) 26728 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26729 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 26730 glUniform1i(location = 3, v0 = 1) 26731 glActiveTexture(texture = GL_TEXTURE1) 26732 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 26733 glUniform1i(location = 4, v0 = 1) 26734 glActiveTexture(texture = GL_TEXTURE0) 26735 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26736 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 26738 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 26739 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26740 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26741 glViewport(x = 0, y = 0, width = 610, height = 678) 26742 glUseProgram(program = 0) 26743 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 26744 glEnable(cap = GL_BLEND) 26745 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 26746 glClear(mask = GL_COLOR_BUFFER_BIT) 26747 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26750 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26751 glFlush() 26753 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 26754 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 26755 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 26756 glDisable(cap = GL_FRAMEBUFFER_SRGB) 26757 glDisable(cap = GL_SCISSOR_TEST) 26758 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26759 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 26760 glClear(mask = GL_COLOR_BUFFER_BIT) 26761 glDisable(cap = GL_SCISSOR_TEST) 26762 glDisable(cap = GL_CULL_FACE) 26763 glFrontFace(mode = GL_CCW) 26764 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 26765 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26766 glDisable(cap = GL_BLEND) 26767 glDisable(cap = GL_DEPTH_TEST) 26768 glDepthMask(flag = GL_FALSE) 26769 glDepthFunc(func = GL_LESS) 26770 glDisable(cap = GL_STENCIL_TEST) 26771 glDisable(cap = GL_POLYGON_OFFSET_FILL) 26772 glUseProgram(program = 1) 26773 glViewport(x = 0, y = 0, width = 610, height = 678) 26774 glDepthRange(zNear = 0, zFar = 1) 26775 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 26776 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 26777 glEnableVertexAttribArray(index = 0) 26778 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 26779 glEnableVertexAttribArray(index = 1) 26780 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26781 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 26782 glUniform1i(location = 3, v0 = 0) 26783 glActiveTexture(texture = GL_TEXTURE1) 26784 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 26785 glUniform1i(location = 4, v0 = 1) 26786 glActiveTexture(texture = GL_TEXTURE0) 26787 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26788 glEnable(cap = GL_BLEND) 26789 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 26790 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 26791 glUseProgram(program = 5) 26792 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26793 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 26794 glUniform1i(location = 3, v0 = 1) 26795 glActiveTexture(texture = GL_TEXTURE1) 26796 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 26797 glUniform1i(location = 4, v0 = 1) 26798 glActiveTexture(texture = GL_TEXTURE0) 26799 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26800 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 26802 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 26803 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26804 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26805 glViewport(x = 0, y = 0, width = 610, height = 678) 26806 glUseProgram(program = 0) 26807 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 26808 glEnable(cap = GL_BLEND) 26809 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 26810 glClear(mask = GL_COLOR_BUFFER_BIT) 26811 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26814 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26815 glFlush() 26817 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 26818 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 26819 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 26820 glDisable(cap = GL_FRAMEBUFFER_SRGB) 26821 glDisable(cap = GL_SCISSOR_TEST) 26822 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26823 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 26824 glClear(mask = GL_COLOR_BUFFER_BIT) 26825 glDisable(cap = GL_SCISSOR_TEST) 26826 glDisable(cap = GL_CULL_FACE) 26827 glFrontFace(mode = GL_CCW) 26828 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 26829 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26830 glDisable(cap = GL_BLEND) 26831 glDisable(cap = GL_DEPTH_TEST) 26832 glDepthMask(flag = GL_FALSE) 26833 glDepthFunc(func = GL_LESS) 26834 glDisable(cap = GL_STENCIL_TEST) 26835 glDisable(cap = GL_POLYGON_OFFSET_FILL) 26836 glUseProgram(program = 1) 26837 glViewport(x = 0, y = 0, width = 610, height = 678) 26838 glDepthRange(zNear = 0, zFar = 1) 26839 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 26840 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 26841 glEnableVertexAttribArray(index = 0) 26842 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 26843 glEnableVertexAttribArray(index = 1) 26844 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26845 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 26846 glUniform1i(location = 3, v0 = 0) 26847 glActiveTexture(texture = GL_TEXTURE1) 26848 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 26849 glUniform1i(location = 4, v0 = 1) 26850 glActiveTexture(texture = GL_TEXTURE0) 26851 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26852 glEnable(cap = GL_BLEND) 26853 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 26854 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 26855 glUseProgram(program = 5) 26856 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26857 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 26858 glUniform1i(location = 3, v0 = 1) 26859 glActiveTexture(texture = GL_TEXTURE1) 26860 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 26861 glUniform1i(location = 4, v0 = 1) 26862 glActiveTexture(texture = GL_TEXTURE0) 26863 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26864 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 26866 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 26867 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26868 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 3, attachments = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26869 glViewport(x = 0, y = 0, width = 610, height = 678) 26870 glUseProgram(program = 0) 26871 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 0) 26872 glEnable(cap = GL_BLEND) 26873 glClearColor(red = 1, green = 1, blue = 1, alpha = 1) 26874 glClear(mask = GL_COLOR_BUFFER_BIT) 26875 glInvalidateFramebuffer(target = GL_FRAMEBUFFER, numAttachments = 2, attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}) 26878 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26879 glFlush() 26881 wglMakeCurrent(hdc = 0xffffffffa1010460, hglrc = 0x40000) = TRUE 26882 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 26883 glDrawBuffers(n = 1, bufs = &GL_BACK_LEFT) 26884 glDisable(cap = GL_FRAMEBUFFER_SRGB) 26885 glDisable(cap = GL_SCISSOR_TEST) 26886 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26887 glClearColor(red = 0, green = 0, blue = 0, alpha = 1) 26888 glClear(mask = GL_COLOR_BUFFER_BIT) 26889 glDisable(cap = GL_SCISSOR_TEST) 26890 glDisable(cap = GL_CULL_FACE) 26891 glFrontFace(mode = GL_CCW) 26892 glPolygonMode(face = GL_FRONT_AND_BACK, mode = GL_FILL) 26893 glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) 26894 glDisable(cap = GL_BLEND) 26895 glDisable(cap = GL_DEPTH_TEST) 26896 glDepthMask(flag = GL_FALSE) 26897 glDepthFunc(func = GL_LESS) 26898 glDisable(cap = GL_STENCIL_TEST) 26899 glDisable(cap = GL_POLYGON_OFFSET_FILL) 26900 glUseProgram(program = 1) 26901 glViewport(x = 0, y = 0, width = 610, height = 678) 26902 glDepthRange(zNear = 0, zFar = 1) 26903 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 1) 26904 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = NULL) 26905 glEnableVertexAttribArray(index = 0) 26906 glVertexAttribPointer(index = 1, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 20, pointer = 0xc) 26907 glEnableVertexAttribArray(index = 1) 26908 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26909 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 1, 0, 0, 0, 1}) 26910 glUniform1i(location = 3, v0 = 0) 26911 glActiveTexture(texture = GL_TEXTURE1) 26912 glBindTexture(target = GL_TEXTURE_2D, texture = 1) 26913 glUniform1i(location = 4, v0 = 1) 26914 glActiveTexture(texture = GL_TEXTURE0) 26915 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26916 glEnable(cap = GL_BLEND) 26917 glBlendFuncSeparate(sfactorRGB = GL_ONE, dfactorRGB = GL_ONE_MINUS_SRC_ALPHA, sfactorAlpha = GL_ONE, dfactorAlpha = GL_ONE) 26918 glBlendEquationSeparate(modeRGB = GL_FUNC_ADD, modeAlpha = GL_FUNC_ADD) 26919 glUseProgram(program = 5) 26920 glUniformMatrix4fv(location = 1, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}) 26921 glUniformMatrix3fv(location = 0, count = 1, transpose = GL_FALSE, value = {1, 0, 0, 0, -1, 0, 0, 1, 1}) 26922 glUniform1i(location = 3, v0 = 1) 26923 glActiveTexture(texture = GL_TEXTURE1) 26924 glBindTexture(target = GL_TEXTURE_2D, texture = 3) 26925 glUniform1i(location = 4, v0 = 1) 26926 glActiveTexture(texture = GL_TEXTURE0) 26927 glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 6) 26928 wglSwapBuffers(hdc = 0xffffffffa1010460) = TRUE 26930 wglMakeCurrent(hdc = 0x5c011331, hglrc = 0x10001) = TRUE 26931 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 1) 26932 glGetIntegerv(pname = GL_DRAW_FRAMEBUFFER_BINDING, params = &1) 26933 glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 0) 26934 glDeleteTextures(n = 1, textures = &1) 26935 glDeleteRenderbuffers(n = 1, renderbuffers = &1) 26936 glDeleteFramebuffers(n = 1, framebuffers = &1) 26937 wglMakeCurrent(hdc = NULL, hglrc = NULL) = TRUE 26938 wglDeleteContext(hglrc = 0x10001) = TRUE 26940 wglMakeCurrent(hdc = 0x4b0113d5, hglrc = 0x40000) = TRUE 26941 glDeleteTextures(n = 1, textures = &3) 26942 glDeleteBuffers(n = 1, buffers = &1) 26943 glDeleteProgram(program = 5) 26944 glDeleteProgram(program = 4) 26945 glDeleteProgram(program = 1) 26946 glDeleteShader(shader = 2) 26947 glDeleteShader(shader = 3) 26948 wglMakeCurrent(hdc = NULL, hglrc = NULL) = TRUE 26949 wglDeleteContext(hglrc = 0x40000) = TRUE