MESA vs Nvidia Riddick
22 removals
Words removed | 35 |
Total words | 80 |
Words removed (%) | 43.75 |
46 lines
29 additions
Words added | 33 |
Total words | 78 |
Words added (%) | 42.31 |
53 lines
glUseProgram(955(GLSL955));
glUseProgram(954(GLSL954));
glGetError(); = GL_NO_ERROR
glGetError(); = GL_NO_ERROR
glUniform4fv(8,1, [0.000000,0.000000,0.000000,1.000000] );
glUniform4fv(242,1, [0.000000,0.000000,0.000000,1.000000] );
glUniform4fv(8,4, [0.000000,1.000000,0.500000,765.000305] );
glUniform4fv(8,4, [0.000000,1.000000,0.500000,765.000305] );
glUniform4fv(0,4, [0.746875,0.000000,0.000000,0.000000] );
glUniform4fv(0,4, [0.549225,0.000000,0.000000,0.000000] );
glUniform4fv(4,4, [1.000000,0.000000,0.000000,0.000000] );
glUniform4fv(4,4, [1.000000,0.000000,0.000000,0.000000] );
glColor4f(1.000000,1.000000,1.000000,1.000000);
glColor4f(1.000000,1.000000,1.000000,1.000000);
glVertexPointer(3,GL_FLOAT,0,FF6E96A0);
glVertexPointer(3,GL_FLOAT,0,7FA5A400);
glColor4f(1.000000,1.000000,1.000000,1.000000);
glColor4f(1.000000,1.000000,1.000000,1.000000);
glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,04258740); Shaders=(GLSL955) Color()
glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,08DE8740); Shaders=(GLSL954) Color()
glBindFramebuffer(GL_FRAMEBUFFER,4);
glBindFramebuffer(GL_FRAMEBUFFER,0);
glReadBuffer(GL_BACK_LEFT);
glBindFramebuffer(GL_FRAMEBUFFER,0);
glBindFramebuffer(GL_FRAMEBUFFER,6);
glDrawBuffersARB(1,0019DB68);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glCheckFramebufferStatus(GL_FRAMEBUFFER); = GL_FRAMEBUFFER_COMPLETE
glGetError(); = GL_NO_ERROR
glGetError(); = GL_NO_ERROR
glViewport(0,0,1280,717);
glViewport(0,0,3440,1417);
glMatrixMode(GL_PROJECTION);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf( [0.746875,0.000000,0.000000,0.000000,0.000000,-1.333333,0.000000,0.000000,0.000000,0.000000,1.000098,1.000000,0.000000,0.000000,-0.200010,0.000000] );
glLoadMatrixf( [0.549225,0.000000,0.000000,0.000000,0.000000,-1.333333,0.000000,0.000000,0.000000,0.000000,1.000098,1.000000,0.000000,0.000000,-0.200010,0.000000] );
glUniform4fv(0,4, [0.746875,0.000000,0.000000,0.000000] );
glUniform4fv(0,4, [0.549225,0.000000,0.000000,0.000000] );
glUniform4fv(4,4, [1.000000,0.000000,0.000000,0.000000] );
glUniform4fv(4,4, [1.000000,0.000000,0.000000,0.000000] );
glGetError(); = GL_NO_ERROR
glGetError(); = GL_NO_ERROR
glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_SCISSOR_BIT);
glDisable(GL_SCISSOR_TEST);
glClearDepth(1.000000);
glDepthMask(true);
glClear(GL_DEPTH_BUFFER_BIT);
glPopAttrib();
glUniform4f(10,0.000000,0.000000,0.000000,1.000000); glGetError() = GL_INVALID_OPERATION
glGetError(); = GL_INVALID_OPERATION
glDisable(GL_CLIP_DISTANCE0);
glDisable(GL_CLIP_DISTANCE0);
glDisable(GL_CLIP_DISTANCE1);
glDisable(GL_CLIP_DISTANCE1);
glDisable(GL_CLIP_DISTANCE2);
glDisable(GL_CLIP_DISTANCE2);
glDisable(GL_CLIP_DISTANCE3);
glDisable(GL_CLIP_DISTANCE3);
glDisable(GL_CLIP_DISTANCE4);
glDisable(GL_CLIP_DISTANCE4);
glDisable(GL_CLIP_DISTANCE5);
glDisable(GL_CLIP_DISTANCE5);
glDepthMask(true);
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_CULL_FACE);
glPolygonOffset(0.000000,0.000000);
glPolygonOffset(0.000000,0.000000);
glStencilMask(255);
glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
glStencilFuncSeparateATI(GL_ALWAYS,GL_ALWAYS,128,255);
glActiveTextureARB(GL_TEXTURE1);
glStencilOpSeparateATI(GL_FRONT_AND_BACK,GL_REPLACE,GL_REPLACE,GL_REPLACE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,10953);
glTexEnvf(GL_TEXTURE_FILTER_CONTROL,GL_TEXTURE_LOD_BIAS,0.000000);
glActiveTextureARB(GL_TEXTURE0);
glActiveTextureARB(GL_TEXTURE2);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,17232);
glTexEnvf(GL_TEXTURE_FILTER_CONTROL,GL_TEXTURE_LOD_BIAS,0.000000);
glActiveTextureARB(GL_TEXTURE0);
glDisable(GL_CLIP_DISTANCE0);
glDisable(GL_CLIP_DISTANCE0);
glDisable(GL_CLIP_DISTANCE1);
glDisable(GL_CLIP_DISTANCE1);
glDisable(GL_CLIP_DISTANCE2);
glDisable(GL_CLIP_DISTANCE2);
glDisable(GL_CLIP_DISTANCE3);
glDisable(GL_CLIP_DISTANCE3);
glDisable(GL_CLIP_DISTANCE4);
glDisable(GL_CLIP_DISTANCE4);
glDisable(GL_CLIP_DISTANCE5);
glDisable(GL_CLIP_DISTANCE5);
glGetError(); = GL_NO_ERROR
glGetError(); = GL_NO_ERROR