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AMD OGLP example GLSL error log

Aug 13th, 2024
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  1. Debug: SDL borderless window created at 1600,840 with 640×480 size
  2. Using preferred context - 24-bit OpenGL 3.2 core
  3. Debug: Provided OpenGL context uses core profile.
  4. Debug: Provided OpenGL context uses 24-bit channel depth.
  5. Debug: Provided OpenGL core context is not forward compatible.
  6. OpenGL Renderer: AMD Radeon PRO W7600
  7. Debug: Provided OpenGL 3.2 version.
  8. Using GL3 Renderer in OpenGL 3.x mode...
  9. Available modes: '1280x720 1600x900 1920x1080 2560x1440 3840x2160 1280x800 1440x900 1680x1050 1920x1200 720x480 640x480 800x600 1024x768 1600x1200 1280x1024 1440x480 '
  10. Debug: Found 292 OpenGL extensions.
  11. Debug: OpenGL extensions found: GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_gpu_shader_half_float GL_AMD_gpu_shader_int16 GL_AMD_gpu_shader_int64 GL_AMD_multi_draw_indirect GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_trinary_minmax GL_AMD_texture_cube_map_array GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_multisample_no_array GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_shader_texture_lod GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_debug_label GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_multi_draw_arrays GL_EXT_nonuniform_qualifier GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texture GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_RG8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_shader_subgroup GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_shader_atomic_int64 GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_timeline_semaphore GL_NV_vdpau_interop GL_OES_EGL_image GL_OVR_multiview GL_OVR_multiview2 GL_S3_s3tc GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays WGL_EXT_swap_contro ]
  12. Detected graphics driver class 'OpenGL 3+'
  13. Detected graphics hardware class 'generic'
  14. Initializing OpenGL extensions
  15. ...ignoring GL_ARB_debug_output
  16. ...found shading language version 460
  17. ...using GL_ARB_half_float_pixel
  18. ...using GL_ARB_texture_float
  19. ...using GL_EXT_gpu_shader4
  20. ...using GL_ARB_gpu_shader5
  21. ...using GL_EXT_texture_integer
  22. ...using GL_ARB_texture_rg
  23. ...using GL_ARB_texture_gather
  24. ...using GL_EXT_texture_compression_s3tc
  25. ...using GL_ARB_texture_compression_rgtc
  26. ...ignoring GL_EXT_texture_filter_anisotropic
  27. ...using GL_ARB_half_float_vertex
  28. ...using GL_ARB_framebuffer_object
  29. ...using GL_ARB_get_program_binary
  30. ...using GL_ARB_buffer_storage
  31. ...using GL_ARB_uniform_buffer_object
  32. ...using GL_ARB_map_buffer_range
  33. ...using GL_ARB_sync
  34. ...using GL_ARB_depth_clamp
  35. ...using GL_ARB_compute_shader
  36. ...ignoring GL_ARB_bindless_texture
  37. ...using GL_ARB_shader_draw_parameters
  38. ...using GL_ARB_shader_storage_buffer_object
  39. ...using GL_ARB_multi_draw_indirect
  40. ...using GL_ARB_shading_language_420pack
  41. ...using GL_ARB_explicit_uniform_location
  42. ...using GL_ARB_shader_image_load_store
  43. ...using GL_ARB_shader_atomic_counters
  44. ...using GL_ARB_indirect_parameters
  45. Debug: ------- Input Initialization -------
  46. Debug: Calling SDL_Init(SDL_INIT_JOYSTICK)...
  47. Debug: SDL_Init(SDL_INIT_JOYSTICK) passed.
  48. Debug: 0 possible joysticks
  49. Debug: No joystick opened: There are 0 joysticks available.
  50. Debug: ------------------------------------
  51. Debug: ------- R_InitImages -------
  52. Debug: ------- R_InitFBOs -------
  53. Debug: ------- R_InitVBOs -------
  54. Debug: ----- CreateInternalShaders -----
  55. Debug: ----- ScanAndLoadShaderFiles -----
  56. Debug: loading 'scripts/medistat.shader' shader file
  57. Debug: loading 'scripts/arm.shader' shader file
  58. Debug: loading 'scripts/telenode.shader' shader file
  59. Debug: loading 'scripts/rocketpod.shader' shader file
  60. Debug: loading 'scripts/overmind.shader' shader file
  61. Debug: loading 'scripts/acid_tube.shader' shader file
  62. Debug: loading 'scripts/metal_gibs.shader' shader file
  63. Debug: loading 'scripts/alien_gibs.shader' shader file
  64. Debug: loading 'scripts/lcannon.shader' shader file
  65. Debug: loading 'scripts/reactor-bolt.shader' shader file
  66. Debug: loading 'scripts/tracer.shader' shader file
  67. Debug: loading 'scripts/shotgun.shader' shader file
  68. Debug: loading 'scripts/rocket.shader' shader file
  69. Debug: loading 'scripts/rifle.shader' shader file
  70. Debug: loading 'scripts/psaw.shader' shader file
  71. Debug: loading 'scripts/prifle.shader' shader file
  72. Debug: loading 'scripts/mdriver.shader' shader file
  73. Debug: loading 'scripts/grenade.shader' shader file
  74. Debug: loading 'scripts/ckit.shader' shader file
  75. Debug: loading 'scripts/human_spawning.shader' shader file
  76. Debug: loading 'scripts/level2upg.shader' shader file
  77. Debug: loading 'scripts/human_bsuit.shader' shader file
  78. Debug: loading 'scripts/scope.shader' shader file
  79. Debug: loading 'scripts/mgturret.shader' shader file
  80. Debug: loading 'scripts/outline.shader' shader file
  81. Debug: loading 'scripts/crosshairs.shader' shader file
  82. Debug: loading 'scripts/binary.shader' shader file
  83. Debug: loading 'scripts/buildable_misc.shader' shader file
  84. Debug: loading 'scripts/firebomb.shader' shader file
  85. Debug: loading 'scripts/human_hand.shader' shader file
  86. Debug: loading 'scripts/human_naked.shader' shader file
  87. Debug: loading 'scripts/level3.shader' shader file
  88. Debug: loading 'scripts/trapper.shader' shader file
  89. Debug: loading 'scripts/numbers.shader' shader file
  90. Debug: loading 'scripts/booster.shader' shader file
  91. Debug: loading 'scripts/lgun.shader' shader file
  92. Debug: loading 'scripts/chaingun.shader' shader file
  93. Debug: loading 'scripts/common.shader' shader file
  94. Debug: loading 'scripts/shared_colors.shader' shader file
  95. Debug: loading 'scripts/creep.shader' shader file
  96. Debug: loading 'scripts/generic.shader' shader file
  97. Debug: loading 'scripts/feedback.shader' shader file
  98. Debug: loading 'scripts/level0.shader' shader file
  99. Debug: loading 'scripts/flamer.shader' shader file
  100. Debug: loading 'scripts/eggpod.shader' shader file
  101. Debug: loading 'scripts/engine.shader' shader file
  102. Debug: loading 'scripts/reactor.shader' shader file
  103. Debug: loading 'scripts/blood.shader' shader file
  104. Debug: loading 'scripts/indicators.shader' shader file
  105. Debug: loading 'scripts/null.shader' shader file
  106. Debug: loading 'scripts/common_base.shader' shader file
  107. Debug: loading 'scripts/alien_base.shader' shader file
  108. Debug: loading 'scripts/builder.shader' shader file
  109. Debug: loading 'scripts/jetpack.shader' shader file
  110. Debug: loading 'scripts/level1.shader' shader file
  111. Debug: loading 'scripts/level2.shader' shader file
  112. Debug: loading 'scripts/human_light.shader' shader file
  113. Debug: loading 'scripts/human_medium.shader' shader file
  114. Debug: loading 'scripts/leech.shader' shader file
  115. Debug: loading 'scripts/barricade.shader' shader file
  116. Debug: loading 'scripts/hive.shader' shader file
  117. Debug: loading 'scripts/drill.shader' shader file
  118. Debug: loading 'scripts/blaster.shader' shader file
  119. Debug: loading 'scripts/ui-colors.shader' shader file
  120. Debug: loading 'scripts/level4.shader' shader file
  121. Debug: loading 'scripts/spiker.shader' shader file
  122. Debug: ----- CreateExternalShaders -----
  123. GL_VENDOR: ATI Technologies Inc.
  124. GL_RENDERER: AMD Radeon PRO W7600
  125. GL_VERSION: 3.2.0 Core Profile Context 24.10.240607
  126. Debug: GL_EXTENSIONS: GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_gpu_shader_half_float GL_AMD_gpu_shader_int16 GL_AMD_gpu_shader_int64 GL_AMD_multi_draw_indirect GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_trinary_minmax GL_AMD_texture_cube_map_array GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_multisample_no_array GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_shader_texture_lod GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_debug_label GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_multi_draw_arrays GL_EXT_nonuniform_qualifier GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texture GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_RG8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_shader_subgroup GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_shader_atomic_int64 GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_timeline_semaphore GL_NV_vdpau_interop GL_OES_EGL_image GL_OVR_multiview GL_OVR_multiview2 GL_S3_s3tc GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays WGL_EXT_swap_control
  127. GL_MAX_TEXTURE_SIZE: 16384
  128. GL_SHADING_LANGUAGE_VERSION: 4.60
  129. GL_MAX_VERTEX_UNIFORM_COMPONENTS 8000
  130. GL_MAX_VERTEX_ATTRIBS 32
  131. Occlusion query bits: 64
  132. GL_MAX_DRAW_BUFFERS: 8
  133. GL_MAX_RENDERBUFFER_SIZE: 16384
  134. GL_MAX_COLOR_ATTACHMENTS: 8
  135. PIXELFORMAT: color(24-bits)
  136. MODE: -1, 640 x 480 windowed hz: N/A
  137. Using OpenGL version 3.2, requested: 3.2
  138. Using OpenGL 3.x context.
  139. Using an OpenGL core profile.
  140. OpenGL 3.x context is not forward compatible.
  141. Using OpenGL extensions: GL_ARB_half_float_pixel GL_ARB_texture_float GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_EXT_texture_integer GL_ARB_texture_rg GL_ARB_texture_gather GL_EXT_texture_compression_s3tc GL_ARB_texture_compression_rgtc GL_ARB_half_float_vertex GL_ARB_framebuffer_object GL_ARB_get_program_binary GL_ARB_buffer_storage GL_ARB_uniform_buffer_object GL_ARB_map_buffer_range GL_ARB_sync GL_ARB_depth_clamp GL_ARB_compute_shader GL_ARB_shader_draw_parameters GL_ARB_shader_storage_buffer_object GL_ARB_multi_draw_indirect GL_ARB_shading_language_420pack GL_ARB_explicit_uniform_location GL_ARB_shader_image_load_store GL_ARB_shader_atomic_counters GL_ARB_indirect_parameters
  142. Using S3TC (DXTC) texture compression.
  143. Using GPU vertex skinning with max 256 bones in a single pass, models are hardware accelerated.
  144. Debug: texturemode: GL_LINEAR_MIPMAP_NEAREST
  145. Debug: picmip: 0
  146. Debug: imageMaxDimension: 64
  147. Debug: ignoreMaterialMinDimension: 0
  148. Debug: ignoreMaterialMaxDimension: 0
  149. Debug: replaceMaterialMinDimensionIfPresentWithMaxDimension: 0
  150. Debug: ----- finished R_Init -----
  151. Debug: Failed to open 'fonts/fonts/unifont_6.dat' for reading: No such file or directory
  152. OpenAL System Info:
  153. - Vendor: OpenAL Community
  154. - Version: 1.1 ALSOFT 1.23.1
  155. - Renderer: OpenAL Soft
  156. - AL Extensions: AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STATIC_BUFFER AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_bformat_ex AL_SOFTX_bformat_hoa AL_SOFT_block_alignment AL_SOFT_buffer_length_query AL_SOFT_callback_buffer AL_SOFTX_convolution_reverb AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFT_direct_channels_remix AL_SOFT_effect_target AL_SOFT_events AL_SOFT_gain_clamp_ex AL_SOFTX_hold_on_disconnect AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize AL_SOFT_source_start_delay AL_SOFT_UHJ AL_SOFT_UHJ_ex
  157. - ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_DEDICATED ALC_EXT_disconnect ALC_EXT_EFX ALC_EXT_thread_local_context ALC_SOFT_device_clock ALC_SOFT_HRTF ALC_SOFT_loopback ALC_SOFT_loopback_bformat ALC_SOFT_output_limiter ALC_SOFT_output_mode ALC_SOFT_pause_device ALC_SOFT_reopen_device
  158. - Using Device: PCM2902 Audio Codec Analog Stereo
  159. - Available Devices:
  160. - PCM2902 Audio Codec Analog Stereo
  161. - Navi 31 HDMI/DP Audio Digital Stereo (HDMI 2)
  162. - Default Device: OpenAL Soft
  163. - Available Capture Devices:
  164. - PCM2902 Audio Codec Analog Stereo
  165. - USB Audio Digital Stereo (IEC958)
  166. - Monitor of Navi 31 HDMI/DP Audio Digital Stereo (HDMI 2)
  167. - Monitor of PCM2902 Audio Codec Analog Stereo
  168. - Default Capture Device: PCM2902 Audio Codec Analog Stereo
  169.  
  170. Debug: Loading Sample 'sound/null'
  171. Loading VM module build/game/default-gcc-nolto-reldeb-dll/cgame-native-dll.so...
  172. Loaded VM module in 74 msec
  173. Loading Lua plugin using a new Lua state.
  174. Loaded font face 'unifont' [regular] from 'fonts/unifont.ttf'.
  175. Loaded font face 'Roboto' [bold] from 'fonts/Roboto-Bold.ttf'.
  176. Loaded font face 'Roboto' [italic, bold] from 'fonts/Roboto-BoldItalic.ttf'.
  177. Loaded font face 'Roboto' [italic] from 'fonts/Roboto-Italic.ttf'.
  178. Loaded font face 'Roboto' [regular] from 'fonts/Roboto-Regular.ttf'.
  179. Loaded font face 'FontAwesome' [regular] from 'fonts/fontawesome-webfont.ttf'.
  180. Loaded font face 'DejaVu Sans' [regular] from 'fonts/DejaVuSansCondensed.ttf'.
  181. Loaded font face 'Material Icons' [regular] from 'fonts/MaterialIcons-Regular.ttf'.
  182. Debug: loading 'ui/assets/background/bg' image as shader
  183. Debug: loading 'ui/assets/background/black' image as shader
  184. Debug: loading 'ui/assets/background/duel' image as shader
  185. Debug: loading 'ui/assets/background/black2' image as shader
  186. Debug: loading 'ui/assets/background/circles1' image as shader
  187. Debug: loading 'ui/assets/background/circles2' image as shader
  188. Debug: loading 'ui/assets/background/fog' image as shader
  189. Debug: loading 'ui/assets/logos/fuzzy_blue' image as shader
  190. Debug: loading 'emoticons/official' image as shader
  191. Debug: loading 'emoticons/grenade' image as shader
  192. Debug: loading 'emoticons/lasgun' image as shader
  193. Debug: loading 'emoticons/firebomb' image as shader
  194. Debug: loading 'emoticons/prifle' image as shader
  195. Debug: loading 'emoticons/flamer' image as shader
  196. Debug: loading 'emoticons/chaingun' image as shader
  197. Debug: loading 'emoticons/mdriver' image as shader
  198. Debug: loading 'emoticons/blaster' image as shader
  199. Debug: loading 'emoticons/rifle' image as shader
  200. Debug: loading 'emoticons/painsaw' image as shader
  201. Debug: loading 'emoticons/shotgun' image as shader
  202. Debug: loading 'emoticons/advdragoon' image as shader
  203. Debug: loading 'emoticons/dragoon' image as shader
  204. Debug: loading 'emoticons/advmarauder' image as shader
  205. Debug: loading 'emoticons/marauder' image as shader
  206. Debug: loading 'emoticons/granger' image as shader
  207. Debug: loading 'emoticons/advbasilisk' image as shader
  208. Debug: loading 'emoticons/basilisk' image as shader
  209. Debug: loading 'emoticons/tyrant' image as shader
  210. Debug: loading 'emoticons/dretch' image as shader
  211. Debug: loading 'emoticons/advgranger' image as shader
  212. Debug: loading 'emoticons/defcomp' image as shader
  213. Debug: loading 'emoticons/repeater' image as shader
  214. Debug: loading 'emoticons/drill' image as shader
  215. Debug: loading 'emoticons/tesla' image as shader
  216. Debug: loading 'emoticons/reactor' image as shader
  217. Debug: loading 'emoticons/turret' image as shader
  218. Debug: loading 'emoticons/medstat' image as shader
  219. Debug: loading 'emoticons/armoury' image as shader
  220. Debug: loading 'emoticons/telenode' image as shader
  221. Debug: loading 'emoticons/hovel' image as shader
  222. Debug: loading 'emoticons/leech' image as shader
  223. Debug: loading 'emoticons/barricade' image as shader
  224. Debug: loading 'emoticons/trapper' image as shader
  225. Debug: loading 'emoticons/booster' image as shader
  226. Debug: loading 'emoticons/hive' image as shader
  227. Debug: loading 'emoticons/acidtube' image as shader
  228. Debug: loading 'emoticons/overmind' image as shader
  229. Debug: loading 'emoticons/egg' image as shader
  230. Debug: loading 'emoticons/human' image as shader
  231. Debug: loading 'emoticons/bsuit' image as shader
  232. Debug: loading 'emoticons/featured' image as shader
  233. Debug: loading 'emoticons/dev' image as shader
  234. Debug: loading 'emoticons/cross' image as shader
  235. Debug: loading 'emoticons/check' image as shader
  236. Debug: loading 'emoticons/bot' image as shader
  237. Debug: loading 'emoticons/unv' image as shader
  238. Debug: loading 'emoticons/lcannon' image as shader
  239. ----- Server Initialization -----
  240. Map: plat23
  241. [FS] Loading pak '.local/share/unvanquished/base/pkg/map-plat23_1.13.4.dpk'...
  242. [FS] Loading pakdir 'Mapping/Unvanquished/UnvanquishedAssets/build/_pakdir/pkg/tex-common_test.dpkdir/'...
  243. [FS] Loading pakdir 'Mapping/Unvanquished/UnvanquishedAssets/build/_pakdir/pkg/tex-pk02_test.dpkdir/'...
  244. [FS] Loading pakdir 'Mapping/Unvanquished/UnvanquishedAssets/build/_pakdir/pkg/tex-space_test.dpkdir/'...
  245. [FS] Loading pakdir 'Mapping/Unvanquished/UnvanquishedAssets/build/_pakdir/pkg/unvanquished_test.dpkdir/'...
  246. [FS] Loading pakdir 'Mapping/Unvanquished/UnvanquishedAssets/build/_pakdir/pkg/res-players_test.dpkdir/'...
  247. [FS] Loading pakdir 'Mapping/Unvanquished/UnvanquishedAssets/build/_pakdir/pkg/res-legacy_test.dpkdir/'...
  248. [FS] Loading pakdir 'Mapping/Unvanquished/UnvanquishedAssets/build/_pakdir/pkg/res-weapons_test.dpkdir/'...
  249. [FS] Loading pakdir 'Mapping/Unvanquished/UnvanquishedAssets/build/_pakdir/pkg/res-buildables_test.dpkdir/'...
  250. [FS] Loading pakdir 'Mapping/Unvanquished/UnvanquishedAssets/build/_pakdir/pkg/res-voices_test.dpkdir/'...
  251. [FS] Loading pakdir 'Mapping/Unvanquished/UnvanquishedAssets/build/_pakdir/pkg/res-soundtrack_test.dpkdir/'...
  252. Debug: Loading Sample 'sound/ui/heartbeat'
  253. Invalidating shader binary cache
  254. Debug: building generic shader permutation with macro: GENERIC_2D
  255. Warn: Unableto parse shader info log errors: unknown format
  256. Warn: Unableto parse shader info log errors: unknown format
  257. Warn: Unableto parse shader info log errors: unknown format
  258. Warn: Unableto parse shader info log errors: unknown format
  259. Warn: Source for shader program generic2D:
  260. 0: #version 460 core
  261. 1: #define HAVE_EXT_gpu_shader4 1
  262. 2: #define HAVE_ARB_gpu_shader5 1
  263. 3: #define HAVE_ARB_texture_gather 1
  264. 4: #define HAVE_EXT_texture_integer 1
  265. 5: #define HAVE_ARB_texture_rg 1
  266. 6: #define HAVE_ARB_uniform_buffer_object 1
  267. 7: #extension GL_ARB_shader_draw_parameters : require
  268. 8: #define HAVE_ARB_shader_draw_parameters 1
  269. 9: #define HAVE_ARB_shader_storage_buffer_object 1
  270. 10: #ifndef r_AmbientScale
  271. 11: #define r_AmbientScale 1.00000000e+00
  272. 12: #endif
  273. 13: #ifndef r_SpecularScale
  274. 14: #define r_SpecularScale 1.00000000e+00
  275. 15: #endif
  276. 16: #ifndef r_zNear
  277. 17: #define r_zNear 3.00000000e+00
  278. 18: #endif
  279. 19: #ifndef M_PI
  280. 20: #define M_PI 3.14159274e+00
  281. 21: #endif
  282. 22: #ifndef MAX_SHADOWMAPS
  283. 23: #define MAX_SHADOWMAPS 5
  284. 24: #endif
  285. 25: #ifndef MAX_REF_LIGHTS
  286. 26: #define MAX_REF_LIGHTS 1024
  287. 27: #endif
  288. 28: #ifndef TILE_SIZE
  289. 29: #define TILE_SIZE 16
  290. 30: #endif
  291. 31: #ifndef r_FBufSize
  292. 32: #define r_FBufSize vec2(6.40000000e+02, 4.80000000e+02)
  293. 33: #endif
  294. 34: #ifndef r_tileStep
  295. 35: #define r_tileStep vec2(2.49999985e-02, 3.33333313e-02)
  296. 36: #endif
  297. 37: #ifndef r_highPrecisionRendering
  298. 38: #define r_highPrecisionRendering 1
  299. 39: #endif
  300. 40: #ifndef r_precomputedLighting
  301. 41: #define r_precomputedLighting 1
  302. 42: #endif
  303. 43: #ifndef r_vertexSkinning
  304. 44: #define r_vertexSkinning 1
  305. 45: #endif
  306. 46: const int MAX_GLSL_BONES = 256;
  307. 47: #ifndef r_halfLambertLighting
  308. 48: #define r_halfLambertLighting 1
  309. 49: #endif
  310. 50: #ifndef r_glowMapping
  311. 51: #define r_glowMapping 1
  312. 52: #endif
  313. 53: #ifndef r_zNear
  314. 54: #define r_zNear 3.00000000e+00
  315. 55: #endif
  316. 56: #define IN in
  317. 57: #define OUT(mode) mode out
  318. 58: #define textureCube texture
  319. 59: #define texture2D texture
  320. 60: #define texture2DProj textureProj
  321. 61: #define texture3D texture
  322. 62: OUT(flat) int in_drawID;
  323. 63: OUT(flat) int in_baseInstance;
  324. 64: #define drawID gl_DrawIDARB
  325. 65: #define baseInstance gl_BaseInstanceARB
  326. 66:
  327. 67: #ifndef GENERIC_2D
  328. 68: #define GENERIC_2D 1
  329. 69: #endif
  330. 70: /*
  331. 71: ===========================================================================
  332. 72: Copyright (C) 2006-2011 Robert Beckebans <trebor_7@users.sourceforge.net>
  333. 73:
  334. 74: This file is part of XreaL source code.
  335. 75:
  336. 76: XreaL source code is free software; you can redistribute it
  337. 77: and/or modify it under the terms of the GNU General Public License as
  338. 78: published by the Free Software Foundation; either version 2 of the License,
  339. 79: or (at your option) any later version.
  340. 80:
  341. 81: XreaL source code is distributed in the hope that it will be
  342. 82: useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
  343. 83: MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  344. 84: GNU General Public License for more details.
  345. 85:
  346. 86: You should have received a copy of the GNU General Public License
  347. 87: along with XreaL source code; if not, write to the Free Software
  348. 88: Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
  349. 89: ===========================================================================
  350. 90: */
  351. 91:
  352. 92: /* generic_vp.glsl */
  353. 93:
  354. 10000: #line 10000 // vertexSimple_vp.glsl
  355. 10001: /*
  356. 10002: ===========================================================================
  357. 10003: Copyright (C) 2010 Robert Beckebans <trebor_7@users.sourceforge.net>
  358. 10004:
  359. 10005: This file is part of XreaL source code.
  360. 10006:
  361. 10007: XreaL source code is free software; you can redistribute it
  362. 10008: and/or modify it under the terms of the GNU General Public License as
  363. 10009: published by the Free Software Foundation; either version 2 of the License,
  364. 10010: or (at your option) any later version.
  365. 10011:
  366. 10012: XreaL source code is distributed in the hope that it will be
  367. 10013: useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
  368. 10014: MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  369. 10015: GNU General Public License for more details.
  370. 10016:
  371. 10017: You should have received a copy of the GNU General Public License
  372. 10018: along with XreaL source code; if not, write to the Free Software
  373. 10019: Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
  374. 10020: ===========================================================================
  375. 10021: */
  376. 10022: // vertexSimple_vp.glsl - simple vertex fetch
  377. 10023:
  378. 10024: struct localBasis {
  379. 10025: vec3 normal;
  380. 10026: vec3 tangent, binormal;
  381. 10027: };
  382. 10028:
  383. 10029: vec3 QuatTransVec(in vec4 quat, in vec3 vec) {
  384. 10030: vec3 tmp = 2.0 * cross( quat.xyz, vec );
  385. 10031: return vec + quat.w * tmp + cross( quat.xyz, tmp );
  386. 10032: }
  387. 10033:
  388. 10034: void QTangentToLocalBasis( in vec4 qtangent, out localBasis LB ) {
  389. 10035: LB.normal = QuatTransVec( qtangent, vec3( 0.0, 0.0, 1.0 ) );
  390. 10036: LB.tangent = QuatTransVec( qtangent, vec3( 1.0, 0.0, 0.0 ) );
  391. 10037: LB.tangent *= sign( qtangent.w );
  392. 10038: LB.binormal = QuatTransVec( qtangent, vec3( 0.0, 1.0, 0.0 ) );
  393. 10039: }
  394. 10040:
  395. 10041: #if !defined(USE_VERTEX_ANIMATION) && !defined(USE_VERTEX_SKINNING) && !defined(USE_VERTEX_SPRITE)
  396. 10042:
  397. 10043: IN vec3 attr_Position;
  398. 10044: IN vec4 attr_Color;
  399. 10045: IN vec4 attr_QTangent;
  400. 10046: IN vec4 attr_TexCoord0;
  401. 10047:
  402. 10048: void VertexFetch(out vec4 position,
  403. 10049: out localBasis normalBasis,
  404. 10050: out vec4 color,
  405. 10051: out vec2 texCoord,
  406. 10052: out vec2 lmCoord)
  407. 10053: {
  408. 10054: position = vec4( attr_Position, 1.0 );
  409. 10055: QTangentToLocalBasis( attr_QTangent, normalBasis );
  410. 10056: color = attr_Color;
  411. 10057: texCoord = attr_TexCoord0.xy;
  412. 10058: lmCoord = attr_TexCoord0.zw;
  413. 10059: }
  414. 10060: #endif
  415. 92: #line 92
  416. 20000: #line 20000 // vertexSkinning_vp.glsl
  417. 20001: /*
  418. 20002: ===========================================================================
  419. 20003: Copyright (C) 2009-2011 Robert Beckebans <trebor_7@users.sourceforge.net>
  420. 20004:
  421. 20005: This file is part of XreaL source code.
  422. 20006:
  423. 20007: XreaL source code is free software; you can redistribute it
  424. 20008: and/or modify it under the terms of the GNU General Public License as
  425. 20009: published by the Free Software Foundation; either version 2 of the License,
  426. 20010: or (at your option) any later version.
  427. 20011:
  428. 20012: XreaL source code is distributed in the hope that it will be
  429. 20013: useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
  430. 20014: MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  431. 20015: GNU General Public License for more details.
  432. 20016:
  433. 20017: You should have received a copy of the GNU General Public License
  434. 20018: along with XreaL source code; if not, write to the Free Software
  435. 20019: Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
  436. 20020: ===========================================================================
  437. 20021: */
  438. 20022: // vertexSkinning_vp.glsl - GPU vertex skinning for skeletal meshes
  439. 20023:
  440. 20024: #if defined(USE_VERTEX_SKINNING)
  441. 20025:
  442. 20026: IN vec3 attr_Position;
  443. 20027: IN vec2 attr_TexCoord0;
  444. 20028: IN vec4 attr_Color;
  445. 20029: IN vec4 attr_QTangent;
  446. 20030: IN vec4 attr_BoneFactors;
  447. 20031:
  448. 20032: // even elements are rotation quat, odd elements are translation + scale (in .w)
  449. 20033: uniform vec4 u_Bones[ 2 * MAX_GLSL_BONES ];
  450. 20034:
  451. 20035: void VertexFetch(out vec4 position,
  452. 20036: out localBasis LB,
  453. 20037: out vec4 color,
  454. 20038: out vec2 texCoord,
  455. 20039: out vec2 lmCoord)
  456. 20040: {
  457. 20041: const float scale = 1.0 / 256.0;
  458. 20042: const float weightScale = 1.0 / 255.0;
  459. 20043: localBasis inLB;
  460. 20044:
  461. 20045: // Unpack data from "bone factors". This used to have the index in the high byte and the weight
  462. 20046: // in the low byte, which may seem a bit more logical, but it triggered issues with some
  463. 20047: // Nvidia shader compilers (https://github.com/DaemonEngine/Daemon/issues/472).
  464. 20048: vec4 ipart = floor( attr_BoneFactors * scale );
  465. 20049: vec4 fpart = attr_BoneFactors * scale - ipart;
  466. 20050: // idx = 2 times the original bone index (the index input to boneFactor)
  467. 20051: ivec4 idx = ivec4( fpart * 512.0 );
  468. 20052: vec4 weights = ipart * weightScale;
  469. 20053:
  470. 20054: vec4 quat = u_Bones[ idx.x ];
  471. 20055: vec4 trans = u_Bones[ idx.x + 1 ];
  472. 20056:
  473. 20057: QTangentToLocalBasis( attr_QTangent, inLB );
  474. 20058:
  475. 20059: position.xyz = weights.x * (QuatTransVec( quat, attr_Position ) * trans.w + trans.xyz);
  476. 20060: LB.normal = weights.x * (QuatTransVec( quat, inLB.normal ));
  477. 20061: LB.tangent = weights.x * (QuatTransVec( quat, inLB.tangent ));
  478. 20062: LB.binormal = weights.x * (QuatTransVec( quat, inLB.binormal ));
  479. 20063:
  480. 20064: quat = u_Bones[ idx.y ];
  481. 20065: trans = u_Bones[ idx.y + 1 ];
  482. 20066:
  483. 20067: position.xyz += weights.y * (QuatTransVec( quat, attr_Position ) * trans.w + trans.xyz);
  484. 20068: LB.normal += weights.y * (QuatTransVec( quat, inLB.normal ));
  485. 20069: LB.tangent += weights.y * (QuatTransVec( quat, inLB.tangent ));
  486. 20070: LB.binormal += weights.y * (QuatTransVec( quat, inLB.binormal ));
  487. 20071:
  488. 20072: quat = u_Bones[ idx.z ];
  489. 20073: trans = u_Bones[ idx.z + 1 ];
  490. 20074:
  491. 20075: position.xyz += weights.z * (QuatTransVec( quat, attr_Position ) * trans.w + trans.xyz);
  492. 20076: LB.normal += weights.z * (QuatTransVec( quat, inLB.normal ));
  493. 20077: LB.tangent += weights.z * (QuatTransVec( quat, inLB.tangent ));
  494. 20078: LB.binormal += weights.z * (QuatTransVec( quat, inLB.binormal ));
  495. 20079:
  496. 20080: quat = u_Bones[ idx.w ];
  497. 20081: trans = u_Bones[ idx.w + 1 ];
  498. 20082:
  499. 20083: position.xyz += weights.w * (QuatTransVec( quat, attr_Position ) * trans.w + trans.xyz);
  500. 20084: LB.normal += weights.w * (QuatTransVec( quat, inLB.normal ));
  501. 20085: LB.tangent += weights.w * (QuatTransVec( quat, inLB.tangent ));
  502. 20086: LB.binormal += weights.w * (QuatTransVec( quat, inLB.binormal ));
  503. 20087:
  504. 20088: position.w = 1.0;
  505. 20089: LB.normal = normalize(LB.normal);
  506. 20090: LB.tangent = normalize(LB.tangent);
  507. 20091: LB.binormal = normalize(LB.binormal);
  508. 20092:
  509. 20093: color = attr_Color;
  510. 20094: texCoord = attr_TexCoord0;
  511. 20095: lmCoord = attr_TexCoord0;
  512. 20096: }
  513. 20097: #endif
  514. 93: #line 93
  515. 30000: #line 30000 // vertexAnimation_vp.glsl
  516. 30001: /*
  517. 30002: ===========================================================================
  518. 30003: Copyright (C) 2010 Robert Beckebans <trebor_7@users.sourceforge.net>
  519. 30004:
  520. 30005: This file is part of XreaL source code.
  521. 30006:
  522. 30007: XreaL source code is free software; you can redistribute it
  523. 30008: and/or modify it under the terms of the GNU General Public License as
  524. 30009: published by the Free Software Foundation; either version 2 of the License,
  525. 30010: or (at your option) any later version.
  526. 30011:
  527. 30012: XreaL source code is distributed in the hope that it will be
  528. 30013: useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
  529. 30014: MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  530. 30015: GNU General Public License for more details.
  531. 30016:
  532. 30017: You should have received a copy of the GNU General Public License
  533. 30018: along with XreaL source code; if not, write to the Free Software
  534. 30019: Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
  535. 30020: ===========================================================================
  536. 30021: */
  537. 30022: // vertexAnimation_vp.glsl - interpolates .md3/.mdc vertex animations
  538. 30023:
  539. 30024: #if defined(USE_VERTEX_ANIMATION)
  540. 30025:
  541. 30026: IN vec3 attr_Position;
  542. 30027: IN vec4 attr_Color;
  543. 30028: IN vec4 attr_QTangent;
  544. 30029: IN vec2 attr_TexCoord0;
  545. 30030: IN vec3 attr_Position2;
  546. 30031: IN vec4 attr_QTangent2;
  547. 30032:
  548. 30033: uniform float u_VertexInterpolation;
  549. 30034:
  550. 30035: void VertexAnimation_P_N( vec3 fromPosition, vec3 toPosition,
  551. 30036: vec4 fromQTangent, vec4 toQTangent,
  552. 30037: float frac,
  553. 30038: inout vec4 position, inout vec3 normal)
  554. 30039: {
  555. 30040: vec3 fromNormal = QuatTransVec( fromQTangent, vec3( 0.0, 0.0, 1.0 ) );
  556. 30041: vec3 toNormal = QuatTransVec( toQTangent, vec3( 0.0, 0.0, 1.0 ) );
  557. 30042:
  558. 30043: position.xyz = 512.0 * mix(fromPosition, toPosition, frac);
  559. 30044: position.w = 1;
  560. 30045:
  561. 30046: normal = normalize(mix(fromNormal, toNormal, frac));
  562. 30047: }
  563. 30048:
  564. 30049: void VertexFetch(out vec4 position,
  565. 30050: out localBasis LB,
  566. 30051: out vec4 color,
  567. 30052: out vec2 texCoord,
  568. 30053: out vec2 lmCoord)
  569. 30054: {
  570. 30055: localBasis fromLB, toLB;
  571. 30056:
  572. 30057: QTangentToLocalBasis( attr_QTangent, fromLB );
  573. 30058: QTangentToLocalBasis( attr_QTangent2, toLB );
  574. 30059:
  575. 30060: position.xyz = 512.0 * mix(attr_Position, attr_Position2, u_VertexInterpolation);
  576. 30061: position.w = 1;
  577. 30062:
  578. 30063: LB.normal = normalize(mix(fromLB.normal, toLB.normal, u_VertexInterpolation));
  579. 30064: LB.tangent = normalize(mix(fromLB.tangent, toLB.tangent, u_VertexInterpolation));
  580. 30065: LB.binormal = normalize(mix(fromLB.binormal, toLB.binormal, u_VertexInterpolation));
  581. 30066:
  582. 30067: color = attr_Color;
  583. 30068: texCoord = attr_TexCoord0;
  584. 30069: lmCoord = attr_TexCoord0;
  585. 30070: }
  586. 30071: #endif
  587. 94: #line 94
  588. 40000: #line 40000 // vertexSprite_vp.glsl
  589. 40001: /*
  590. 40002: ===========================================================================
  591. 40003: Copyright (C) 2010 Robert Beckebans <trebor_7@users.sourceforge.net>
  592. 40004:
  593. 40005: This file is part of XreaL source code.
  594. 40006:
  595. 40007: XreaL source code is free software; you can redistribute it
  596. 40008: and/or modify it under the terms of the GNU General Public License as
  597. 40009: published by the Free Software Foundation; either version 2 of the License,
  598. 40010: or (at your option) any later version.
  599. 40011:
  600. 40012: XreaL source code is distributed in the hope that it will be
  601. 40013: useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
  602. 40014: MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  603. 40015: GNU General Public License for more details.
  604. 40016:
  605. 40017: You should have received a copy of the GNU General Public License
  606. 40018: along with XreaL source code; if not, write to the Free Software
  607. 40019: Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
  608. 40020: ===========================================================================
  609. 40021: */
  610. 40022: // vertexSprite_vp.glsl - sprite vertex fetch
  611. 40023:
  612. 40024: #if defined(USE_VERTEX_SPRITE)
  613. 40025:
  614. 40026: IN vec3 attr_Position;
  615. 40027: IN vec4 attr_Color;
  616. 40028: IN vec4 attr_TexCoord0;
  617. 40029: IN vec4 attr_Orientation;
  618. 40030:
  619. 40031: uniform vec3 u_ViewOrigin;
  620. 40032: uniform vec3 u_ViewUp;
  621. 40033:
  622. 40034: float depthScale;
  623. 40035:
  624. 40036: void VertexFetch(out vec4 position,
  625. 40037: out localBasis normalBasis,
  626. 40038: out vec4 color,
  627. 40039: out vec2 texCoord,
  628. 40040: out vec2 lmCoord)
  629. 40041: {
  630. 40042: vec2 corner;
  631. 40043: float radius = attr_Orientation.w;
  632. 40044: vec3 normal = normalize( u_ViewOrigin - attr_Position ), up, left;
  633. 40045: float s, c; // sin & cos of rotation factor
  634. 40046:
  635. 40047: corner = sign( attr_TexCoord0.zw );
  636. 40048:
  637. 40049: if( radius <= 0.0 ) {
  638. 40050: // autosprite2 mode, attr_Orientation.xyz contains the up-vector
  639. 40051: up = attr_Orientation.xyz;
  640. 40052: left = radius * normalize( cross( up, normal ) );
  641. 40053: position = vec4( attr_Position + corner.y * left, 1.0 );
  642. 40054: } else {
  643. 40055: // autosprite mode, attr_Orientation.x contains the rotation angle
  644. 40056: left = normalize( cross( u_ViewUp, normal ) );
  645. 40057: up = cross( left, normal );
  646. 40058:
  647. 40059: s = radius * sin( radians( attr_Orientation.x ) );
  648. 40060: c = radius * cos( radians( attr_Orientation.x ) );
  649. 40061:
  650. 40062: // rotate left and up vectors
  651. 40063: vec3 leftOrig = left;
  652. 40064: left = c * left + s * up;
  653. 40065: up = c * up - s * leftOrig;
  654. 40066:
  655. 40067: left *= corner.x;
  656. 40068: up *= corner.y;
  657. 40069:
  658. 40070: position = vec4( attr_Position + left + up, 1.0 );
  659. 40071: }
  660. 40072: normalBasis.normal = normal;
  661. 40073: normalBasis.tangent = normalize( up );
  662. 40074: normalBasis.binormal = normalize( left );
  663. 40075:
  664. 40076: texCoord = 0.5 * corner + 0.5; //attr_TexCoord0.xy;
  665. 40077: lmCoord = abs( attr_TexCoord0.zw );
  666. 40078: color = attr_Color;
  667. 40079:
  668. 40080: depthScale = 2.0 * radius;
  669. 40081: }
  670. 40082: #endif
  671. 95: #line 95
  672. 96:
  673. 97: uniform mat4 u_TextureMatrix;
  674. 98: #if !defined(USE_VERTEX_SPRITE)
  675. 99: uniform vec3 u_ViewOrigin;
  676. 100: #endif
  677. 101:
  678. 102: uniform float u_Time;
  679. 103:
  680. 104: uniform vec4 u_ColorModulate;
  681. 105: uniform vec4 u_Color;
  682. 106: #if defined(USE_TCGEN_ENVIRONMENT)
  683. 107: uniform mat4 u_ModelMatrix;
  684. 108: #endif
  685. 109: uniform mat4 u_ModelViewProjectionMatrix;
  686. 110:
  687. 111: #if defined(USE_VERTEX_SPRITE)
  688. 112: OUT(smooth) vec2 var_FadeDepth;
  689. 113: uniform mat4 u_ProjectionMatrixTranspose;
  690. 114: #elif defined(USE_DEPTH_FADE)
  691. 115: uniform float u_DepthScale;
  692. 116: OUT(smooth) vec2 var_FadeDepth;
  693. 117: #endif
  694. 118:
  695. 119: OUT(smooth) vec2 var_TexCoords;
  696. 120: OUT(smooth) vec4 var_Color;
  697. 121:
  698. 122: void DeformVertex( inout vec4 pos,
  699. 123: inout vec3 normal,
  700. 124: inout vec2 st,
  701. 125: inout vec4 color,
  702. 126: in float time);
  703. 127:
  704. 128: void main()
  705. 129: {
  706. 50000: #line 50000 // material_vp.glsl
  707. 50001: /*
  708. 50002: ===========================================================================
  709. 50003:
  710. 50004: Daemon BSD Source Code
  711. 50005: Copyright (c) 2024 Daemon Developers
  712. 50006: All rights reserved.
  713. 50007:
  714. 50008: This file is part of the Daemon BSD Source Code (Daemon Source Code).
  715. 50009:
  716. 50010: Redistribution and use in source and binary forms, with or without
  717. 50011: modification, are permitted provided that the following conditions are met:
  718. 50012: * Redistributions of source code must retain the above copyright
  719. 50013: notice, this list of conditions and the following disclaimer.
  720. 50014: * Redistributions in binary form must reproduce the above copyright
  721. 50015: notice, this list of conditions and the following disclaimer in the
  722. 50016: documentation and/or other materials provided with the distribution.
  723. 50017: * Neither the name of the Daemon developers nor the
  724. 50018: names of its contributors may be used to endorse or promote products
  725. 50019: derived from this software without specific prior written permission.
  726. 50020:
  727. 50021: THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
  728. 50022: ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  729. 50023: WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  730. 50024: DISCLAIMED. IN NO EVENT SHALL DAEMON DEVELOPERS BE LIABLE FOR ANY
  731. 50025: DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  732. 50026: (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  733. 50027: LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  734. 50028: ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  735. 50029: (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  736. 50030: SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  737. 50031:
  738. 50032: ===========================================================================
  739. 50033: */
  740. 50034:
  741. 50035: /* material_vp.glsl */
  742. 50036:
  743. 50037: #if defined(USE_MATERIAL_SYSTEM)
  744. 50038:
  745. 50039: #ifdef HAVE_ARB_shader_draw_parameters
  746. 50040: in_drawID = drawID;
  747. 50041: in_baseInstance = baseInstance;
  748. 50042: #endif // !HAVE_ARB_shader_draw_parameters
  749. 50043:
  750. 50044: #endif // !USE_MATERIAL_SYSTEM
  751. 130: #line 130
  752. 131:
  753. 132: a
  754. 133: vec4 position;
  755. 134: localBasis LB;
  756. 135: vec4 color;
  757. 136: vec2 texCoord, lmCoord;
  758. 137:
  759. 138: VertexFetch( position, LB, color, texCoord, lmCoord );
  760. 139: color = color * u_ColorModulate + u_Color;
  761. 140:
  762. 141: DeformVertex( position,
  763. 142: LB.normal,
  764. 143: texCoord,
  765. 144: color,
  766. 145: u_Time);
  767. 146:
  768. 147: // transform vertex position into homogenous clip-space
  769. 148: gl_Position = u_ModelViewProjectionMatrix * position;
  770. 149:
  771. 150: // transform texcoords
  772. 151: #if defined(USE_TCGEN_ENVIRONMENT)
  773. 152: {
  774. 153: // TODO: Explain why only the rotational part of u_ModelMatrix is relevant
  775. 154: position.xyz = mat3(u_ModelMatrix) * position.xyz;
  776. 155:
  777. 156: vec3 viewer = normalize(u_ViewOrigin - position.xyz);
  778. 157:
  779. 158: float d = dot(LB.normal, viewer);
  780. 159:
  781. 160: vec3 reflected = LB.normal * 2.0 * d - viewer;
  782. 161:
  783. 162: var_TexCoords = 0.5 + vec2(0.5, -0.5) * reflected.yz;
  784. 163: }
  785. 164: #elif defined(USE_TCGEN_LIGHTMAP)
  786. 165: var_TexCoords = (u_TextureMatrix * vec4(lmCoord, 0.0, 1.0)).xy;
  787. 166: #else
  788. 167: var_TexCoords = (u_TextureMatrix * vec4(texCoord, 0.0, 1.0)).xy;
  789. 168: #endif
  790. 169:
  791. 170: #if defined(USE_DEPTH_FADE)
  792. 171: // compute z of end of fading effect
  793. 172: vec4 fadeDepth = u_ModelViewProjectionMatrix * (position - u_DepthScale * vec4(LB.normal, 0.0));
  794. 173: var_FadeDepth = fadeDepth.zw;
  795. 174: #elif defined(USE_VERTEX_SPRITE)
  796. 175: vec4 fadeDepth = u_ModelViewProjectionMatrix * (position - depthScale * vec4(LB.normal, 0.0));
  797. 176: var_FadeDepth = fadeDepth.zw;
  798. 177: #endif
  799. 178:
  800. 179: var_Color = color;
  801. 180: }
  802.  
  803. Warn: Compile log:
  804. Warn: ERROR: 0:131: 'a' : undeclared identifier
  805. ERROR: 0:132: '' : compilation terminated
  806. ERROR: 2 compilation errors. No code generated.
  807.  
  808.  
  809. Warn: Unhandled exception (15ShaderException): Couldn't compile vertex shader: generic2D
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