#define WRATH_GL_VERTEX_SHADER //LOCATION( 1, raw string) #define M0(x) fract((x)*0.12) + fract((x)*5.5) //LOCATION( 2, raw string) #define M1(x) M0(M0(x)) //LOCATION( 3, raw string) #define M2(x) M1(M1(x)) //LOCATION( 4, raw string) #define M3(x) M2(M2(x)) //LOCATION( 5, raw string) #define M4(x) M3(M3(x)) //LOCATION( 6, raw string) #define M5(x) M4(M4(x)) //LOCATION( 7, raw string) #define M6(x) M5(M5(x)) //LOCATION( 8, raw string) #define M7(x) M6(M6(x)) //LOCATION( 9, raw string) #define M8(x) M7(M7(x)) //LOCATION( 10, raw string) #define M9(x) M8(M8(x)) //LOCATION( 11, raw string) #define FUNC(x) M9(x) //LOCATION( 12, raw string) //LOCATION( 13, raw string) //LOCATION( 1, macro_stress/shaders/vert.glsl) attribute vec2 p; //LOCATION( 2, macro_stress/shaders/vert.glsl) varying float q; //LOCATION( 3, macro_stress/shaders/vert.glsl) uniform float random; //LOCATION( 4, macro_stress/shaders/vert.glsl) //LOCATION( 5, macro_stress/shaders/vert.glsl) void main() //LOCATION( 6, macro_stress/shaders/vert.glsl) { //LOCATION( 7, macro_stress/shaders/vert.glsl) q=FUNC(p.y*p.y+random*p.x); //LOCATION( 8, macro_stress/shaders/vert.glsl) gl_Position=vec4(p.xy, 0.0, 1.0); //LOCATION( 9, macro_stress/shaders/vert.glsl) } //LOCATION( 10, macro_stress/shaders/vert.glsl)