#NAU(FRAME,START)
glLineWidth(1)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glEnable(GL_CULL_FACE)
glDepthMask(0000025500000B01)
glDisable(GL_SAMPLE_SHADING | GL_SAMPLE_SHADING_ARB)
glDisable(GL_LINE_SMOOTH)
glMinSampleShading(1)
glBlendColor(0, 0, 0, 0)
glColorMask(0000025548058D01, 0000000000000001, 0000025543F78001, 0000025548058D01)
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, 000000A9E65CEBB8)
glQueryCounter(35, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glQueryCounter(36, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glGenQueries(2, 000000A9E65CE9B8)
glQueryCounter(37, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glQueryCounter(38, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glGenQueries(2, 000000A9E65CEC18)
glQueryCounter(39, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glQueryCounter(40, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glGenQueries(2, 000000A9E65CEBE8)
glQueryCounter(41, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glDispatchCompute(50, 1, 1)
glQueryCounter(42, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glGenQueries(2, 000000A9E65CEC18)
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, 000000A9E65CEC18)
glQueryCounter(45, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glQueryCounter(46, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glGenQueries(2, 000000A9E65CEBE8)
glQueryCounter(47, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glDispatchCompute(50, 1, 1)
glQueryCounter(48, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glGenQueries(2, 000000A9E65CEC18)
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, 000000A9E65CEC18)
glQueryCounter(51, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glQueryCounter(52, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glEnable(GL_DEPTH_TEST)
glDepthMask(0000025500008E01)
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, 000000A9E65CE8B8)
glQueryCounter(53, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glUniform4fv(0, 1, 00000255480593E0)
glUniformMatrix4fv(1, 1, 0000000000000000, 0000025545F60AA0)
glUniformMatrix4fv(2, 1, 0000000000000000, 0000025545F61860)
glUniformMatrix4fv(3, 1, 0000000000000000, 0000025545F611D0)
glUniformMatrix4fv(4, 1, 0000025500000000, 0000025545F60FA0)
glUniformMatrix3fv(5, 1, 0000025543F78000, 0000025548069B20)
glUniform1iv(6, 1, 000002554802FE90)
glQueryCounter(54, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glGenQueries(2, 000000A9E65CE6B8)
glQueryCounter(55, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glQueryCounter(56, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glGenQueries(2, 000000A9E65CE8E8)
glQueryCounter(57, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glUniform4fv(0, 1, 00000255480593E0)
glUniformMatrix4fv(1, 1, 0000025500000000, 0000025545F60AA0)
glUniformMatrix4fv(2, 1, 0000025543F78000, 0000025545F61860)
glUniformMatrix4fv(3, 1, 0000025500000000, 0000025545F611D0)
glUniformMatrix4fv(4, 1, 000002554805AA00, 0000025545F60FA0)
glUniformMatrix3fv(5, 1, 0000025500000000, 0000025548069B20)
glUniform1iv(6, 1, 000002554802FE90)
glQueryCounter(58, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glGenQueries(2, 000000A9E65CE738)
glQueryCounter(59, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glQueryCounter(60, GL_CURRENT_TIME_NV | GL_TIMESTAMP)
glBindVertexArray(1)
glGenQueries(2, 000000A9E65CE838)
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, 000000A9E65CEC18)
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, 000000A9E65CF658)
glGetQueryObjectui64v(10, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF650)
glDeleteQueries(2, 0000025548030110)
glGetQueryObjectui64v(11, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF658)
glGetQueryObjectui64v(12, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF650)
glDeleteQueries(2, 000002554802FF30)
glGetQueryObjectui64v(13, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF658)
glGetQueryObjectui64v(14, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF650)
glDeleteQueries(2, 000002554802FF20)
glGetQueryObjectui64v(15, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF658)
glGetQueryObjectui64v(16, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF650)
glDeleteQueries(2, 00000255480301A0)
glGetQueryObjectui64v(17, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF658)
glGetQueryObjectui64v(18, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF650)
glDeleteQueries(2, 000002554802FF40)
glGetQueryObjectui64v(19, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF658)
glGetQueryObjectui64v(20, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF650)
glDeleteQueries(2, 000002554802FEA0)
glGetQueryObjectui64v(21, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF658)
glGetQueryObjectui64v(22, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF650)
glDeleteQueries(2, 00000255480301C0)
glGetQueryObjectui64v(33, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF658)
glGetQueryObjectui64v(34, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF650)
glDeleteQueries(2, 00000255480E4B80)
glGetQueryObjectui64v(5, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF658)
glGetQueryObjectui64v(6, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF650)
glDeleteQueries(2, 000002554802FFC0)
glGetQueryObjectui64v(7, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF658)
glGetQueryObjectui64v(8, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF650)
glDeleteQueries(2, 0000025548030190)
glGetQueryObjectui64v(27, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF658)
glGetQueryObjectui64v(28, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF650)
glDeleteQueries(2, 000002554802FF60)
glGetQueryObjectui64v(29, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF658)
glGetQueryObjectui64v(30, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF650)
glDeleteQueries(2, 000002554802FF80)
glGetQueryObjectui64v(23, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF658)
glGetQueryObjectui64v(24, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF650)
glDeleteQueries(2, 000002554802FFD0)
glGetQueryObjectui64v(25, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF658)
glGetQueryObjectui64v(26, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF650)
glDeleteQueries(2, 000002554802FED0)
glGetQueryObjectui64v(31, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF658)
glGetQueryObjectui64v(32, GL_PIXEL_COUNT_NV | GL_QUERY_RESULT | GL_QUERY_RESULT_ARB, 000000A9E65CF650)
glDeleteQueries(2, 00000255480E4B70)
