#NAU(FRAME,START)
glLineWidth(1)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glEnable(GL_CULL_FACE)
glDepthMask(0000029BCC3D8401)
glDisable(GL_SAMPLE_SHADING | GL_SAMPLE_SHADING_ARB)
glDisable(GL_LINE_SMOOTH)
glMinSampleShading(1)
glBlendColor(0, 0, 0, 0)
glColorMask(0000029BCC3D8401, 0000029BD035DC01, 0000029BD035DC01, 0000029BCC3D8401)
glDepthFunc(GL_LESS)
glCullFace(GL_BACK)
glBlendFunc(GL_LAYOUT_LINEAR_INTEL | GL_LINES | GL_NOP_COMMAND_NV | GL_ONE | GL_RESTART_SUN | GL_SUBGROUP_FEATURE_BASIC_BIT_KHR, GL_CLOSE_PATH_NV | GL_LAYOUT_DEFAULT_INTEL | GL_NO_ERROR | GL_NONE | GL_POINTS | GL_TERMINATE_SEQUENCE_COMMAND_NV | GL_ZERO)
glBlendFunc(GL_LAYOUT_LINEAR_INTEL | GL_LINES | GL_NOP_COMMAND_NV | GL_ONE | GL_RESTART_SUN | GL_SUBGROUP_FEATURE_BASIC_BIT_KHR, GL_CLOSE_PATH_NV | GL_LAYOUT_DEFAULT_INTEL | GL_NO_ERROR | GL_NONE | GL_POINTS | GL_TERMINATE_SEQUENCE_COMMAND_NV | GL_ZERO)
glBlendEquation(GL_FUNC_ADD | GL_FUNC_ADD_EXT)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
#NAU(PASS START Particles#accumulate)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, 3)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, 4)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, 5)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, 6)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, 7)
glDisable(GL_RASTERIZER_DISCARD | GL_RASTERIZER_DISCARD_EXT | GL_RASTERIZER_DISCARD_NV)
glUseProgram(18)
glGenQueries(2, 000000EC8A2FEF88)
glQueryCounter(35, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glQueryCounter(36, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glGenQueries(2, 000000EC8A2FED88)
glQueryCounter(37, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glQueryCounter(38, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glGenQueries(2, 000000EC8A2FEFE8)
glQueryCounter(39, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glQueryCounter(40, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glGenQueries(2, 000000EC8A2FEFB8)
glQueryCounter(41, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glDispatchCompute(50, 1, 1)
glQueryCounter(42, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glGenQueries(2, 000000EC8A2FEFE8)
glQueryCounter(43, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glQueryCounter(44, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glUseProgram(0)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, 0)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, 0)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, 0)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, 0)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, 0)
#NAU(PASS END Particles#accumulate)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
#NAU(PASS START Particles#compute pos and vel)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, 3)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, 4)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, 5)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, 6)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, 7)
glGenQueries(2, 000000EC8A2FEFE8)
glQueryCounter(45, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glQueryCounter(46, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glGenQueries(2, 000000EC8A2FEFB8)
glQueryCounter(47, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glDispatchCompute(50, 1, 1)
glQueryCounter(48, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glGenQueries(2, 000000EC8A2FEFE8)
glQueryCounter(49, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glQueryCounter(50, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glUseProgram(0)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, 0)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, 0)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, 0)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, 0)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, 0)
#NAU(PASS END Particles#compute pos and vel)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
#NAU(PASS START Particles#show particles)
glViewportIndexedf(0, 0, 0, 512, 512)
glClearColor(0, 0, 0, 0)
glEnable(GL_SCISSOR_TEST)
glScissorIndexed(0, 0, 0, 512, 512)
glGenQueries(2, 000000EC8A2FEFE8)
glQueryCounter(51, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glQueryCounter(52, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glEnable(GL_DEPTH_TEST)
glDepthMask(0000029B00000C01)
glDepthFunc(GL_LESS)
glDisable(GL_STENCIL_TEST)
glStencilFunc(GL_ALWAYS, 0, 255)
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP)
glClearDepth(1)
glClearStencil(0)
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT)
glDisable(GL_SCISSOR_TEST)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, 3)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, 5)
glDisable(GL_RASTERIZER_DISCARD | GL_RASTERIZER_DISCARD_EXT | GL_RASTERIZER_DISCARD_NV)
glUseProgram(20)
glGenQueries(2, 000000EC8A2FEC88)
glQueryCounter(53, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glUniform4fv(0, 1, 0000029BD035E840)
glUniformMatrix4fv(1, 1, 0000029B00001B00, 0000029BCE275370)
glUniformMatrix4fv(2, 1, 0000029BCC3D8400, 0000029BCE275410)
glUniformMatrix4fv(3, 1, 0000029B00000000, 0000029BCE275140)
glUniformMatrix4fv(4, 1, 0000029BCC3D8400, 0000029BCE274D30)
glUniformMatrix3fv(5, 1, 0000029B00000000, 0000029BD036BA20)
glUniform1iv(6, 1, 0000029BD0322AF0)
glQueryCounter(54, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glGenQueries(2, 000000EC8A2FEA88)
glQueryCounter(55, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glQueryCounter(56, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glGenQueries(2, 000000EC8A2FECB8)
glQueryCounter(57, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glUniform4fv(0, 1, 0000029BD035E840)
glUniformMatrix4fv(1, 1, 0000029BCC3D8400, 0000029BCE275370)
glUniformMatrix4fv(2, 1, 0000029BCC3D8400, 0000029BCE275410)
glUniformMatrix4fv(3, 1, 0000000000000000, 0000029BCE275140)
glUniformMatrix4fv(4, 1, 0000000000000000, 0000029BCE274D30)
glUniformMatrix3fv(5, 1, 0000029B00000000, 0000029BD036BA20)
glUniform1iv(6, 1, 0000029BD0322AF0)
glQueryCounter(58, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glGenQueries(2, 000000EC8A2FEB08)
glQueryCounter(59, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glQueryCounter(60, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glBindVertexArray(1)
glGenQueries(2, 000000EC8A2FEC08)
glQueryCounter(61, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glDrawElementsInstanced(GL_DRAW_ELEMENTS_STRIP_COMMAND_NV | GL_LINE_TO_NV | GL_SUBGROUP_FEATURE_ARITHMETIC_BIT_KHR | GL_TRIANGLES, 384, GL_UNSIGNED_INT, 0000000000000000, 500)
glQueryCounter(62, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glBindVertexArray(0)
glUseProgram(0)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, 0)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, 0)
glGenQueries(2, 000000EC8A2FEFE8)
glQueryCounter(63, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glQueryCounter(64, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
#NAU(PASS END Particles#show particles)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
glGetQueryObjectui64v(9, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA28)
glGetQueryObjectui64v(10, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA20)
glDeleteQueries(2, 0000029BD0322A80)
glGetQueryObjectui64v(11, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA28)
glGetQueryObjectui64v(12, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA20)
glDeleteQueries(2, 0000029BD0322C50)
glGetQueryObjectui64v(13, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA28)
glGetQueryObjectui64v(14, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA20)
glDeleteQueries(2, 0000029BD0322C00)
glGetQueryObjectui64v(15, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA28)
glGetQueryObjectui64v(16, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA20)
glDeleteQueries(2, 0000029BD0322AC0)
glGetQueryObjectui64v(17, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA28)
glGetQueryObjectui64v(18, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA20)
glDeleteQueries(2, 0000029BD0322C20)
glGetQueryObjectui64v(19, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA28)
glGetQueryObjectui64v(20, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA20)
glDeleteQueries(2, 0000029BD0322AD0)
glGetQueryObjectui64v(21, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA28)
glGetQueryObjectui64v(22, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA20)
glDeleteQueries(2, 0000029BD0322AE0)
glGetQueryObjectui64v(33, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA28)
glGetQueryObjectui64v(34, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA20)
glDeleteQueries(2, 0000029BD03D7190)
glGetQueryObjectui64v(5, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA28)
glGetQueryObjectui64v(6, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA20)
glDeleteQueries(2, 0000029BD0322B80)
glGetQueryObjectui64v(7, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA28)
glGetQueryObjectui64v(8, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA20)
glDeleteQueries(2, 0000029BD0322DF0)
glGetQueryObjectui64v(27, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA28)
glGetQueryObjectui64v(28, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA20)
glDeleteQueries(2, 0000029BD0322C30)
glGetQueryObjectui64v(29, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA28)
glGetQueryObjectui64v(30, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA20)
glDeleteQueries(2, 0000029BD0322B40)
glGetQueryObjectui64v(23, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA28)
glGetQueryObjectui64v(24, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA20)
glDeleteQueries(2, 0000029BD0322C10)
glGetQueryObjectui64v(25, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA28)
glGetQueryObjectui64v(26, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA20)
glDeleteQueries(2, 0000029BD0322B10)
glGetQueryObjectui64v(31, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA28)
glGetQueryObjectui64v(32, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000EC8A2FFA20)
glDeleteQueries(2, 0000029BD03D7240)
