· 6 years ago · Oct 12, 2019, 09:40 PM
1log file 'qconsole.log' opened on Sat Oct 12 14:37:02 2019
2
3Loaded pk4 C:\Games\DOOM\base\pak000.pk4 with checksum 0x10e7fda2
4Loaded pk4 C:\Games\DOOM\base\pak001.pk4 with checksum 0xf6f5ead1
5Loaded pk4 C:\Games\DOOM\base\pak002.pk4 with checksum 0x3dda0c7b
6Loaded pk4 C:\Games\DOOM\base\pak003.pk4 with checksum 0x4e038ff
7Loaded pk4 C:\Games\DOOM\base\pak004.pk4 with checksum 0x765e4f8b
8Loaded pk4 C:\Games\DOOM\base\pak005.pk4 with checksum 0x4c53df7d
9Loaded pk4 C:\Games\DOOM\base\pak006.pk4 with checksum 0x6a48029e
10Loaded pk4 C:\Games\DOOM\base\pak007.pk4 with checksum 0xc1351408
11Loaded pk4 C:\Games\DOOM\base\pak008.pk4 with checksum 0x23ae5993
12Current search path:
13C:\Games\DOOM/dkbase
14C:\Games\DOOM/base
15C:\Games\DOOM\base\pak008.pk4 (3 files)
16C:\Games\DOOM\base\pak007.pk4 (46 files)
17C:\Games\DOOM\base\pak006.pk4 (48 files)
18C:\Games\DOOM\base\pak005.pk4 (63 files)
19C:\Games\DOOM\base\pak004.pk4 (5137 files)
20C:\Games\DOOM\base\pak003.pk4 (4676 files)
21C:\Games\DOOM\base\pak002.pk4 (6120 files)
22C:\Games\DOOM\base\pak001.pk4 (8972 files)
23C:\Games\DOOM\base\pak000.pk4 (2698 files)
24game DLL: 0x0 in pak: 0x0
25Addon pk4s:
26file system initialized.
27--------------------------------------
28----- Initializing Decls -----
29WARNING: file materials/base_light2.mtr, line 14: material 'textures/base_light/striplight3' previously defined at materials/base_light.mtr:81
30------------------------------
31------- Initializing renderSystem --------
32using ARB renderSystem
33renderSystem initialized.
34--------------------------------------
355206 strings read from strings/english.lang
36Couldn't open journal files
37execing editor.cfg
38execing default.cfg
39execing DarkLightConfig.cfg
40couldn't exec autoexec.cfg
415206 strings read from strings/english.lang
42----- Initializing Sound System ------
43 0: Speakers (Sound Blaster Z)
44 6 channels, 96000 Hz
45 Front Left, Front Right, Front Center, Low Frequency, Back Left, and Back Right
46 Default Console Device, Multimedia Device, Communications Device, and Game Device
47 1: SPDIF-Out (Sound Blaster Z)
48 2 channels, 48000 Hz
49 Front Left and Front Right
50Using device 0
51sound system initialized.
52--------------------------------------
53----- R_InitOpenGL -----
54Initializing OpenGL subsystem
55...registered window class
56...registered fake window class
57...initializing QGL
58...calling LoadLibrary( 'opengl32' ): succeeded
59...created window @ 0,81 (1936x1119)
60Initializing OpenGL driver
61...getting DC: succeeded
62...PIXELFORMAT 11 selected
63...creating GL context: succeeded
64...making context current: succeeded
65
66------- Input Initialization -------
67Initializing DirectInput...
68mouse: DirectInput initialized.
69keyboard: DirectInput initialized.
70------------------------------------
71Initilizing Glew...
72...using GL_ARB_multitexture
73...using GL_ARB_texture_env_combine
74...using GL_ARB_texture_cube_map
75...using GL_ARB_texture_env_dot3
76...using GL_ARB_texture_env_add
77...using GL_ARB_texture_non_power_of_two
78...using GL_ARB_texture_compression
79...using GL_EXT_texture_compression_s3tc
80...using GL_EXT_texture_filter_anisotropic
81 maxTextureAnisotropy: 16.000000
82...using GL_1.4_texture_lod_bias
83X..GL_EXT_shared_texture_palette not found
84...using GL_EXT_texture3D
85...using GL_ARB_uniform_buffer_object
86...using GL_EXT_stencil_wrap
87X..GL_NV_register_combiners not found
88X..GL_EXT_stencil_two_side not found
89...using GL_ATI_separate_stencil
90...using GL_ATI_fragment_shader
91...using GL_ARB_vertex_buffer_object
92...using GL_ARB_vertex_program
93...using GL_ARB_fragment_program
94...using EXT_depth_bounds_test
95...using GL_ARB_debug_output
96----- Initializing Render Shaders -----
97While compiling vertex program renderprogs\gui.vertex
98-----------------
99 1: #version 400
100 2: #define PC
101 3:
102 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
103 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
104 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
105 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
106 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
107 9:
108 10:
109 11: uniform vec4 _va_[4];
110 12:
111 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
112 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
113 15: vec4 swizzleColor (vec4 c ) {return c ; }
114 16:
115 17: in vec4 in_Position;
116 18: in vec2 in_TexCoord;
117 19: in vec4 in_Normal;
118 20: in vec4 in_Tangent;
119 21: in vec4 in_Color;
120 22: in vec4 in_Color2;
121 23:
122 24: out vec4 gl_Position;
123 25: out vec2 vofi_TexCoord0;
124 26: out vec4 vofi_TexCoord1;
125 27: out vec4 gl_FrontColor;
126 28:
127 29: void main() {
128 30: gl_Position . x = dot4 ( in_Position , _va_[0 /* rpMVPmatrixX */] ) ;
129 31: gl_Position . y = dot4 ( in_Position , _va_[1 /* rpMVPmatrixY */] ) ;
130 32: gl_Position . z = dot4 ( in_Position , _va_[2 /* rpMVPmatrixZ */] ) ;
131 33: gl_Position . w = dot4 ( in_Position , _va_[3 /* rpMVPmatrixW */] ) ;
132 34: vofi_TexCoord0 . xy = in_TexCoord . xy ;
133 35: vofi_TexCoord1 = ( swizzleColor ( in_Color2 ) * 2 ) - 1 ;
134 36: gl_FrontColor = swizzleColor ( in_Color ) ;
135 37: }
136-----------------
137WARNING: 0:24: warning(#375) Redeclaration of built-in name: gl_Position
138
139While compiling vertex program renderprogs\color.vertex
140-----------------
141 1: #version 400
142 2: #define PC
143 3:
144 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
145 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
146 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
147 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
148 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
149 9:
150 10:
151 11: uniform vec4 _va_[4];
152 12:
153 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
154 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
155 15:
156 16: in vec4 in_Position;
157 17: in vec2 in_TexCoord;
158 18: in vec4 in_Normal;
159 19: in vec4 in_Tangent;
160 20: in vec4 in_Color;
161 21:
162 22: out vec4 gl_Position;
163 23:
164 24: void main() {
165 25: gl_Position . x = dot4 ( in_Position , _va_[0 /* rpMVPmatrixX */] ) ;
166 26: gl_Position . y = dot4 ( in_Position , _va_[1 /* rpMVPmatrixY */] ) ;
167 27: gl_Position . z = dot4 ( in_Position , _va_[2 /* rpMVPmatrixZ */] ) ;
168 28: gl_Position . w = dot4 ( in_Position , _va_[3 /* rpMVPmatrixW */] ) ;
169 29: }
170-----------------
171WARNING: 0:22: warning(#375) Redeclaration of built-in name: gl_Position
172
173While compiling vertex program renderprogs\simpleshade.vertex
174-----------------
175 1: #version 400
176 2: #define PC
177 3:
178 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
179 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
180 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
181 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
182 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
183 9:
184 10:
185 11: uniform vec4 _va_[4];
186 12:
187 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
188 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
189 15:
190 16: in vec4 in_Position;
191 17: in vec2 in_TexCoord;
192 18: in vec4 in_Normal;
193 19: in vec4 in_Tangent;
194 20: in vec4 in_Color;
195 21:
196 22: out vec4 gl_Position;
197 23: out vec4 vofi_TexCoord0;
198 24:
199 25: void main() {
200 26: vec4 position ;
201 27: position. x = dot4 ( in_Position , _va_[0 /* rpMVPmatrixX */] ) ;
202 28: position. y = dot4 ( in_Position , _va_[1 /* rpMVPmatrixY */] ) ;
203 29: position. z = dot4 ( in_Position , _va_[2 /* rpMVPmatrixZ */] ) ;
204 30: position. w = dot4 ( in_Position , _va_[3 /* rpMVPmatrixW */] ) ;
205 31: gl_Position = position ;
206 32: vofi_TexCoord0 = position ;
207 33: }
208-----------------
209WARNING: 0:22: warning(#375) Redeclaration of built-in name: gl_Position
210
211While compiling vertex program renderprogs\texture.vertex
212-----------------
213 1: #version 400
214 2: #define PC
215 3:
216 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
217 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
218 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
219 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
220 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
221 9:
222 10:
223 11: uniform vec4 _va_[9];
224 12:
225 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
226 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
227 15:
228 16: in vec4 in_Position;
229 17: in vec2 in_TexCoord;
230 18: in vec4 in_Normal;
231 19: in vec4 in_Tangent;
232 20: in vec4 in_Color;
233 21:
234 22: out vec4 gl_Position;
235 23: out vec2 vofi_TexCoord0;
236 24:
237 25: void main() {
238 26: gl_Position . x = dot4 ( in_Position , _va_[0 /* rpMVPmatrixX */] ) ;
239 27: gl_Position . y = dot4 ( in_Position , _va_[1 /* rpMVPmatrixY */] ) ;
240 28: gl_Position . z = dot4 ( in_Position , _va_[2 /* rpMVPmatrixZ */] ) ;
241 29: gl_Position . w = dot4 ( in_Position , _va_[3 /* rpMVPmatrixW */] ) ; if ( _va_[8 /* rpTexGen0Enabled */] . x > 0.0 ) {
242 30: vofi_TexCoord0 . x = dot4 ( in_Position , _va_[6 /* rpTexGen0S */] ) ;
243 31: vofi_TexCoord0 . y = dot4 ( in_Position , _va_[7 /* rpTexGen0T */] ) ;
244 32: } else {
245 33: vofi_TexCoord0 . x = dot4 ( in_TexCoord . xy , _va_[4 /* rpTextureMatrixS */] ) ;
246 34: vofi_TexCoord0 . y = dot4 ( in_TexCoord . xy , _va_[5 /* rpTextureMatrixT */] ) ;
247 35: }
248 36: }
249-----------------
250WARNING: 0:22: warning(#375) Redeclaration of built-in name: gl_Position
251
252While compiling vertex program renderprogs\texture_color.vertex
253-----------------
254 1: #version 400
255 2: #define PC
256 3:
257 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
258 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
259 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
260 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
261 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
262 9:
263 10:
264 11: uniform vec4 _va_[12];
265 12:
266 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
267 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
268 15: vec4 swizzleColor (vec4 c ) {return c ; }
269 16:
270 17: in vec4 in_Position;
271 18: in vec2 in_TexCoord;
272 19: in vec4 in_Normal;
273 20: in vec4 in_Tangent;
274 21: in vec4 in_Color;
275 22:
276 23: out vec4 gl_Position;
277 24: out vec2 vofi_TexCoord0;
278 25: out vec4 gl_FrontColor;
279 26:
280 27: void main() {
281 28: gl_Position . x = dot4 ( in_Position , _va_[3 /* rpMVPmatrixX */] ) ;
282 29: gl_Position . y = dot4 ( in_Position , _va_[4 /* rpMVPmatrixY */] ) ;
283 30: gl_Position . z = dot4 ( in_Position , _va_[5 /* rpMVPmatrixZ */] ) ;
284 31: gl_Position . w = dot4 ( in_Position , _va_[6 /* rpMVPmatrixW */] ) ; if ( _va_[11 /* rpTexGen0Enabled */] . x > 0.0 ) {
285 32: vofi_TexCoord0 . x = dot4 ( in_Position , _va_[9 /* rpTexGen0S */] ) ;
286 33: vofi_TexCoord0 . y = dot4 ( in_Position , _va_[10 /* rpTexGen0T */] ) ;
287 34: } else {
288 35: vofi_TexCoord0 . x = dot4 ( in_TexCoord . xy , _va_[7 /* rpTextureMatrixS */] ) ;
289 36: vofi_TexCoord0 . y = dot4 ( in_TexCoord . xy , _va_[8 /* rpTextureMatrixT */] ) ;
290 37: }
291 38: vec4 vertexColor = ( swizzleColor ( in_Color ) * _va_[0 /* rpVertexColorModulate */] ) + _va_[1 /* rpVertexColorAdd */] ;
292 39: gl_FrontColor = vertexColor * _va_[2 /* rpColor */] ;
293 40: }
294-----------------
295WARNING: 0:23: warning(#375) Redeclaration of built-in name: gl_Position
296
297While compiling vertex program renderprogs\texture_color_skinned.vertex
298-----------------
299 1: #version 400
300 2: #define PC
301 3:
302 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
303 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
304 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
305 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
306 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
307 9:
308 10:
309 11: uniform vec4 _va_[12];
310 12:
311 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
312 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
313 15: vec4 swizzleColor (vec4 c ) {return c ; }
314 16: uniform matrices_ubo {vec4 matrices [ 408 ] ; } ;
315 17:
316 18: in vec4 in_Position;
317 19: in vec2 in_TexCoord;
318 20: in vec4 in_Color;
319 21: in vec4 in_Color2;
320 22:
321 23: out vec4 gl_Position;
322 24: out vec2 vofi_TexCoord0;
323 25: out vec4 gl_FrontColor;
324 26:
325 27: void main() {
326 28: float w0 = in_Color2 . x ;
327 29: float w1 = in_Color2 . y ;
328 30: float w2 = in_Color2 . z ;
329 31: float w3 = in_Color2 . w ;
330 32: vec4 matX , matY , matZ ;
331 33: float joint = in_Color . x * 255.1 * 3 ;
332 34: matX = matrices [ int ( joint + 0 ) ] * w0 ;
333 35: matY = matrices [ int ( joint + 1 ) ] * w0 ;
334 36: matZ = matrices [ int ( joint + 2 ) ] * w0 ;
335 37: joint = in_Color . y * 255.1 * 3 ;
336 38: matX += matrices [ int ( joint + 0 ) ] * w1 ;
337 39: matY += matrices [ int ( joint + 1 ) ] * w1 ;
338 40: matZ += matrices [ int ( joint + 2 ) ] * w1 ;
339 41: joint = in_Color . z * 255.1 * 3 ;
340 42: matX += matrices [ int ( joint + 0 ) ] * w2 ;
341 43: matY += matrices [ int ( joint + 1 ) ] * w2 ;
342 44: matZ += matrices [ int ( joint + 2 ) ] * w2 ;
343 45: joint = in_Color . w * 255.1 * 3 ;
344 46: matX += matrices [ int ( joint + 0 ) ] * w3 ;
345 47: matY += matrices [ int ( joint + 1 ) ] * w3 ;
346 48: matZ += matrices [ int ( joint + 2 ) ] * w3 ;
347 49: vec4 modelPosition ;
348 50: modelPosition. x = dot4 ( matX , in_Position ) ;
349 51: modelPosition. y = dot4 ( matY , in_Position ) ;
350 52: modelPosition. z = dot4 ( matZ , in_Position ) ;
351 53: modelPosition. w = 1.0 ;
352 54: gl_Position . x = dot4 ( modelPosition , _va_[3 /* rpMVPmatrixX */] ) ;
353 55: gl_Position . y = dot4 ( modelPosition , _va_[4 /* rpMVPmatrixY */] ) ;
354 56: gl_Position . z = dot4 ( modelPosition , _va_[5 /* rpMVPmatrixZ */] ) ;
355 57: gl_Position . w = dot4 ( modelPosition , _va_[6 /* rpMVPmatrixW */] ) ; if ( _va_[11 /* rpTexGen0Enabled */] . x > 0.0 ) {
356 58: vofi_TexCoord0 . x = dot4 ( modelPosition , _va_[9 /* rpTexGen0S */] ) ;
357 59: vofi_TexCoord0 . y = dot4 ( modelPosition , _va_[10 /* rpTexGen0T */] ) ;
358 60: } else {
359 61: vofi_TexCoord0 . x = dot4 ( in_TexCoord . xy , _va_[7 /* rpTextureMatrixS */] ) ;
360 62: vofi_TexCoord0 . y = dot4 ( in_TexCoord . xy , _va_[8 /* rpTextureMatrixT */] ) ;
361 63: }
362 64: vec4 vertexColor = ( swizzleColor ( in_Color ) * _va_[0 /* rpVertexColorModulate */] ) + _va_[1 /* rpVertexColorAdd */] ;
363 65: gl_FrontColor = vertexColor * _va_[2 /* rpColor */] ;
364 66: }
365-----------------
366WARNING: 0:23: warning(#375) Redeclaration of built-in name: gl_Position
367
368While compiling vertex program renderprogs\texture_color_texgen.vertex
369-----------------
370 1: #version 400
371 2: #define PC
372 3:
373 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
374 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
375 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
376 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
377 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
378 9:
379 10:
380 11: uniform vec4 _va_[12];
381 12:
382 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
383 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
384 15: vec4 swizzleColor (vec4 c ) {return c ; }
385 16:
386 17: in vec4 in_Position;
387 18: in vec2 in_TexCoord;
388 19: in vec4 in_Normal;
389 20: in vec4 in_Tangent;
390 21: in vec4 in_Color;
391 22:
392 23: out vec4 gl_Position;
393 24: out vec4 vofi_TexCoord0;
394 25: out vec4 gl_FrontColor;
395 26:
396 27: void main() {
397 28: gl_Position . x = dot4 ( in_Position , _va_[3 /* rpMVPmatrixX */] ) ;
398 29: gl_Position . y = dot4 ( in_Position , _va_[4 /* rpMVPmatrixY */] ) ;
399 30: gl_Position . z = dot4 ( in_Position , _va_[5 /* rpMVPmatrixZ */] ) ;
400 31: gl_Position . w = dot4 ( in_Position , _va_[6 /* rpMVPmatrixW */] ) ;
401 32: vec4 tc0 ;
402 33: tc0. x = dot4 ( in_Position , _va_[9 /* rpTexGen0S */] ) ;
403 34: tc0. y = dot4 ( in_Position , _va_[10 /* rpTexGen0T */] ) ;
404 35: tc0. z = 0.0 ;
405 36: tc0. w = dot4 ( in_Position , _va_[11 /* rpTexGen0Q */] ) ;
406 37: vofi_TexCoord0 . x = dot4 ( tc0 , _va_[7 /* rpTextureMatrixS */] ) ;
407 38: vofi_TexCoord0 . y = dot4 ( tc0 , _va_[8 /* rpTextureMatrixT */] ) ;
408 39: vofi_TexCoord0 . zw = tc0. zw ;
409 40: vec4 vertexColor = ( swizzleColor ( in_Color ) * _va_[0 /* rpVertexColorModulate */] ) + _va_[1 /* rpVertexColorAdd */] ;
410 41: gl_FrontColor = vertexColor * _va_[2 /* rpColor */] ;
411 42: }
412-----------------
413WARNING: 0:23: warning(#375) Redeclaration of built-in name: gl_Position
414
415While compiling vertex program renderprogs\interaction.vertex
416-----------------
417 1: #version 400
418 2: #define PC
419 3:
420 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
421 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
422 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
423 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
424 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
425 9:
426 10:
427 11: uniform vec4 _va_[18];
428 12:
429 13: float dot3 (vec3 a , vec3 b ) {return dot ( a , b ) ; }
430 14: float dot3 (vec3 a , vec4 b ) {return dot ( a , b. xyz ) ; }
431 15: float dot3 (vec4 a , vec3 b ) {return dot ( a. xyz , b ) ; }
432 16: float dot3 (vec4 a , vec4 b ) {return dot ( a. xyz , b. xyz ) ; }
433 17: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
434 18: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
435 19: vec4 swizzleColor (vec4 c ) {return c ; }
436 20:
437 21: in vec4 in_Position;
438 22: in vec2 in_TexCoord;
439 23: in vec4 in_Normal;
440 24: in vec4 in_Tangent;
441 25: in vec4 in_Color;
442 26:
443 27: out vec4 gl_Position;
444 28: out vec4 vofi_TexCoord0;
445 29: out vec4 vofi_TexCoord1;
446 30: out vec4 vofi_TexCoord2;
447 31: out vec4 vofi_TexCoord3;
448 32: out vec4 vofi_TexCoord4;
449 33: out vec4 vofi_TexCoord5;
450 34: out vec4 vofi_TexCoord6;
451 35: out vec4 vofi_TexCoord7;
452 36: out vec4 gl_FrontColor;
453 37:
454 38: void main() {
455 39: vec3 vNormal = in_Normal . xyz ;
456 40: vec4 vTangent = in_Tangent ;
457 41: float sign = - 1 ;
458 42: if ( in_Color [ 3 ] != 0 )
459 43: sign = 1 ;
460 44: vec3 vBinormal = cross ( vNormal. xyz , vTangent. xyz ) * sign ;
461 45: gl_Position . x = dot4 ( in_Position , _va_[14 /* rpMVPmatrixX */] ) ;
462 46: gl_Position . y = dot4 ( in_Position , _va_[15 /* rpMVPmatrixY */] ) ;
463 47: gl_Position . z = dot4 ( in_Position , _va_[16 /* rpMVPmatrixZ */] ) ;
464 48: gl_Position . w = dot4 ( in_Position , _va_[17 /* rpMVPmatrixW */] ) ;
465 49: vec4 defaultTexCoord = vec4 ( 0.0 , 0.5 , 0.0 , 1.0 ) ;
466 50: vec4 toLight = vec4 ( _va_[0 /* rpLocalLightOrigin */] . xyz , 0 ) - in_Position ;
467 51: vofi_TexCoord0 . x = dot3 ( vTangent. xyz , toLight ) ;
468 52: vofi_TexCoord0 . y = dot3 ( vBinormal , toLight ) ;
469 53: vofi_TexCoord0 . z = dot3 ( vNormal , toLight ) ;
470 54: vofi_TexCoord0 . w = 1.0 ;
471 55: vofi_TexCoord1 = defaultTexCoord ;
472 56: vofi_TexCoord1 . x = dot4 ( in_TexCoord . xy , _va_[6 /* rpBumpMatrixS */] ) ;
473 57: vofi_TexCoord1 . y = dot4 ( in_TexCoord . xy , _va_[7 /* rpBumpMatrixT */] ) ;
474 58: vofi_TexCoord2 = defaultTexCoord ;
475 59: vofi_TexCoord2 . x = dot4 ( in_Position , _va_[5 /* rpLightFalloffS */] ) ;
476 60: vofi_TexCoord3 . x = dot4 ( in_Position , _va_[2 /* rpLightProjectionS */] ) ;
477 61: vofi_TexCoord3 . y = dot4 ( in_Position , _va_[3 /* rpLightProjectionT */] ) ;
478 62: vofi_TexCoord3 . z = 0.0 ;
479 63: vofi_TexCoord3 . w = dot4 ( in_Position , _va_[4 /* rpLightProjectionQ */] ) ;
480 64: vofi_TexCoord4 = defaultTexCoord ;
481 65: vofi_TexCoord4 . x = dot4 ( in_TexCoord . xy , _va_[8 /* rpDiffuseMatrixS */] ) ;
482 66: vofi_TexCoord4 . y = dot4 ( in_TexCoord . xy , _va_[9 /* rpDiffuseMatrixT */] ) ;
483 67: vofi_TexCoord5 = defaultTexCoord ;
484 68: vofi_TexCoord5 . x = dot4 ( in_TexCoord . xy , _va_[10 /* rpSpecularMatrixS */] ) ;
485 69: vofi_TexCoord5 . y = dot4 ( in_TexCoord . xy , _va_[11 /* rpSpecularMatrixT */] ) ;
486 70: toLight = normalize ( toLight ) ;
487 71: vec4 toView = normalize ( _va_[1 /* rpLocalViewOrigin */] - in_Position ) ;
488 72: vec4 halfAngleVector = toLight + toView ;
489 73: vofi_TexCoord6 . x = dot3 ( vTangent. xyz , halfAngleVector ) ;
490 74: vofi_TexCoord6 . y = dot3 ( vBinormal , halfAngleVector ) ;
491 75: vofi_TexCoord6 . z = dot3 ( vNormal , halfAngleVector ) ;
492 76: vofi_TexCoord6 . w = 1.0 ;
493 77: vofi_TexCoord7 . x = dot3 ( vTangent. xyz , toView ) ;
494 78: vofi_TexCoord7 . y = dot3 ( vBinormal , toView ) ;
495 79: vofi_TexCoord7 . z = dot3 ( vNormal , toView ) ;
496 80: vofi_TexCoord7 . w = 1.0 ;
497 81: gl_FrontColor = ( swizzleColor ( in_Color ) * _va_[12 /* rpVertexColorModulate */] ) + _va_[13 /* rpVertexColorAdd */] ;
498 82: }
499-----------------
500WARNING: 0:27: warning(#375) Redeclaration of built-in name: gl_Position
501
502While compiling fragment program renderprogs\interaction.pixel
503-----------------
504 1: #version 400
505 2: #extension GL_ARB_explicit_attrib_location : enable
506 3: #define PC
507 4:
508 5: void clip( float v ) { if ( v < 0.0 ) { discard; } }
509 6: void clip( vec2 v ) { if ( any( lessThan( v, vec2( 0.0 ) ) ) ) { discard; } }
510 7: void clip( vec3 v ) { if ( any( lessThan( v, vec3( 0.0 ) ) ) ) { discard; } }
511 8: void clip( vec4 v ) { if ( any( lessThan( v, vec4( 0.0 ) ) ) ) { discard; } }
512 9:
513 10: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
514 11: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
515 12: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
516 13: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
517 14:
518 15: vec4 tex2D( sampler2D sampler, vec2 texcoord ) { return texture( sampler, texcoord.xy ); }
519 16: vec4 tex2D( sampler2DShadow sampler, vec3 texcoord ) { return vec4( texture( sampler, texcoord.xyz ) ); }
520 17:
521 18: vec4 tex2D( sampler2D sampler, vec2 texcoord, vec2 dx, vec2 dy ) { return textureGrad( sampler, texcoord.xy, dx, dy ); }
522 19: vec4 tex2D( sampler2DShadow sampler, vec3 texcoord, vec2 dx, vec2 dy ) { return vec4( textureGrad( sampler, texcoord.xyz, dx, dy ) ); }
523 20:
524 21: vec4 texCUBE( samplerCube sampler, vec3 texcoord ) { return texture( sampler, texcoord.xyz ); }
525 22: vec4 texCUBE( samplerCubeShadow sampler, vec4 texcoord ) { return vec4( texture( sampler, texcoord.xyzw ) ); }
526 23:
527 24: vec2 texQueryLOD( sampler2D sampler, vec2 texCoord ) { return textureQueryLod(sampler, texCoord).xy; }
528 25: vec2 texQueryLOD( isampler2D sampler, vec2 texCoord ) { return textureQueryLod(sampler, texCoord).xy; }
529 26:
530 27: vec4 tex1Dproj( sampler1D sampler, vec2 texcoord ) { return textureProj( sampler, texcoord ); }
531 28: vec4 tex2Dproj( sampler2D sampler, vec3 texcoord ) { return textureProj( sampler, texcoord ); }
532 29: vec4 tex3Dproj( sampler3D sampler, vec4 texcoord ) { return textureProj( sampler, texcoord ); }
533 30:
534 31: vec4 tex1Dbias( sampler1D sampler, vec4 texcoord ) { return texture( sampler, texcoord.x, texcoord.w ); }
535 32: vec4 tex2Dbias( sampler2D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xy, texcoord.w ); }
536 33: vec4 tex3Dbias( sampler3D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); }
537 34: vec4 texCUBEbias( samplerCube sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); }
538 35:
539 36: vec4 tex1Dlod( sampler1D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.x, texcoord.w ); }
540 37: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
541 38: vec4 tex3Dlod( sampler3D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }
542 39: vec4 texCUBElod( samplerCube sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }
543 40:
544 41:
545 42: PASTEBIN
546 43: new paste
547 44: PasteyShep
548 45: FREE
549 46: SHARE
550 47: TWEET
551 48: Untitled
552 49: jmarshall23 Oct 12th, 2019 15 Never
553 50: rawdownloadcloneembedreportprint text 2.17 KB
554 51:
555 52: in vec4 VPOS;
556 53: in vec4 vofi_TexCoord0;
557 54: in vec4 vofi_TexCoord1;
558 55: in vec4 vofi_TexCoord2;
559 56: in vec4 vofi_TexCoord3;
560 57: in vec4 vofi_TexCoord4;
561 58: in vec4 vofi_TexCoord5;
562 59: in vec4 vofi_TexCoord6;
563 60: in vec4 vofi_TexCoord7;
564 61: in vec4 gl_Color;
565 62:
566 63: layout(location = 0) out vec4 out_FragColor0;
567 64: layout(location = 1) out vec4 out_FragColor1;
568 65:
569 66: void main() {
570 67: out_FragColor0.xyz = vec3(0, 1, 0);
571 68: out_FragColor0.w = 1.0;
572 69: }
573 70: RAW Paste Data
574 71:
575 72: in vec4 VPOS;
576 73: in vec4 vofi_TexCoord0;
577 74: in vec4 vofi_TexCoord1;
578 75: in vec4 vofi_TexCoord2;
579 76: in vec4 vofi_TexCoord3;
580 77: in vec4 vofi_TexCoord4;
581 78: in vec4 vofi_TexCoord5;
582 79: in vec4 vofi_TexCoord6;
583 80: in vec4 vofi_TexCoord7;
584 81: in vec4 gl_Color;
585 82: in vec4 gl_FragCoord;
586 83:
587 84: layout(location = 0) out vec4 out_FragColor0;
588 85: layout(location = 1) out vec4 out_FragColor1;
589 86:
590 87: void main() {
591 88: out_FragColor0.xyz = vec3(0, 1, 0);
592 89: out_FragColor0.w = 1.0;
593 90: }
594 91: create new paste / dealsnew! / syntax languages / archive / faq / tools / night mode / api / scraping api
595 92: privacy statement / cookies policy / terms of service / security disclosure / dmca / contact
596 93: By using Pastebin.com you agree to our cookies policy to enhance your experience.
597 94: Site design & logo 2018 Pastebin; user contributions (pastes) licensed under cc by-sa 3.0 -- FavPNG -- Dedicated Server Hosting by Steadfast
598 95: Saturday 12th of October 2019 04:23:59 PM CDT
599-----------------
600Fragment shader failed to compile with the following errors:
601ERROR: 0:42: error(#132) Syntax error: "PASTEBIN" parse error
602ERROR: error(#273) 1 compilation errors. No code generated
603
604
605While compiling vertex program renderprogs\interaction_skinned.vertex
606-----------------
607 1: #version 400
608 2: #define PC
609 3:
610 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
611 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
612 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
613 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
614 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
615 9:
616 10:
617 11: uniform vec4 _va_[16];
618 12:
619 13: float dot3 (vec3 a , vec3 b ) {return dot ( a , b ) ; }
620 14: float dot3 (vec3 a , vec4 b ) {return dot ( a , b. xyz ) ; }
621 15: float dot3 (vec4 a , vec3 b ) {return dot ( a. xyz , b ) ; }
622 16: float dot3 (vec4 a , vec4 b ) {return dot ( a. xyz , b. xyz ) ; }
623 17: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
624 18: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
625 19: uniform matrices_ubo {vec4 matrices [ 408 ] ; } ;
626 20:
627 21: in vec4 in_Position;
628 22: in vec2 in_TexCoord;
629 23: in vec4 in_Normal;
630 24: in vec4 in_Tangent;
631 25: in vec4 in_Color;
632 26: in vec4 in_Color2;
633 27:
634 28: out vec4 gl_Position;
635 29: out vec4 vofi_TexCoord0;
636 30: out vec4 vofi_TexCoord1;
637 31: out vec4 vofi_TexCoord2;
638 32: out vec4 vofi_TexCoord3;
639 33: out vec4 vofi_TexCoord4;
640 34: out vec4 vofi_TexCoord5;
641 35: out vec4 vofi_TexCoord6;
642 36: out vec4 gl_FrontColor;
643 37:
644 38: void main() {
645 39: vec4 vNormal = in_Normal * 2.0 - 1.0 ;
646 40: vec4 vTangent = in_Tangent * 2.0 - 1.0 ;
647 41: vec3 vBinormal = cross ( vNormal. xyz , vTangent. xyz ) * vTangent. w ;
648 42: float w0 = in_Color2 . x ;
649 43: float w1 = in_Color2 . y ;
650 44: float w2 = in_Color2 . z ;
651 45: float w3 = in_Color2 . w ;
652 46: vec4 matX , matY , matZ ;
653 47: float joint = in_Color . x * 255.1 * 3 ;
654 48: matX = matrices [ int ( joint + 0 ) ] * w0 ;
655 49: matY = matrices [ int ( joint + 1 ) ] * w0 ;
656 50: matZ = matrices [ int ( joint + 2 ) ] * w0 ;
657 51: joint = in_Color . y * 255.1 * 3 ;
658 52: matX += matrices [ int ( joint + 0 ) ] * w1 ;
659 53: matY += matrices [ int ( joint + 1 ) ] * w1 ;
660 54: matZ += matrices [ int ( joint + 2 ) ] * w1 ;
661 55: joint = in_Color . z * 255.1 * 3 ;
662 56: matX += matrices [ int ( joint + 0 ) ] * w2 ;
663 57: matY += matrices [ int ( joint + 1 ) ] * w2 ;
664 58: matZ += matrices [ int ( joint + 2 ) ] * w2 ;
665 59: joint = in_Color . w * 255.1 * 3 ;
666 60: matX += matrices [ int ( joint + 0 ) ] * w3 ;
667 61: matY += matrices [ int ( joint + 1 ) ] * w3 ;
668 62: matZ += matrices [ int ( joint + 2 ) ] * w3 ;
669 63: vec3 normal ;
670 64: normal. x = dot3 ( matX , vNormal ) ;
671 65: normal. y = dot3 ( matY , vNormal ) ;
672 66: normal. z = dot3 ( matZ , vNormal ) ;
673 67: normal = normalize ( normal ) ;
674 68: vec3 tangent ;
675 69: tangent. x = dot3 ( matX , vTangent ) ;
676 70: tangent. y = dot3 ( matY , vTangent ) ;
677 71: tangent. z = dot3 ( matZ , vTangent ) ;
678 72: tangent = normalize ( tangent ) ;
679 73: vec3 binormal ;
680 74: binormal. x = dot3 ( matX , vBinormal ) ;
681 75: binormal. y = dot3 ( matY , vBinormal ) ;
682 76: binormal. z = dot3 ( matZ , vBinormal ) ;
683 77: binormal = normalize ( binormal ) ;
684 78: vec4 modelPosition ;
685 79: modelPosition. x = dot4 ( matX , in_Position ) ;
686 80: modelPosition. y = dot4 ( matY , in_Position ) ;
687 81: modelPosition. z = dot4 ( matZ , in_Position ) ;
688 82: modelPosition. w = 1.0 ;
689 83: gl_Position . x = dot4 ( modelPosition , _va_[12 /* rpMVPmatrixX */] ) ;
690 84: gl_Position . y = dot4 ( modelPosition , _va_[13 /* rpMVPmatrixY */] ) ;
691 85: gl_Position . z = dot4 ( modelPosition , _va_[14 /* rpMVPmatrixZ */] ) ;
692 86: gl_Position . w = dot4 ( modelPosition , _va_[15 /* rpMVPmatrixW */] ) ;
693 87: vec4 defaultTexCoord = vec4 ( 0.0 , 0.5 , 0.0 , 1.0 ) ;
694 88: vec4 toLight = _va_[0 /* rpLocalLightOrigin */] - modelPosition ;
695 89: vofi_TexCoord0 . x = dot3 ( tangent , toLight ) ;
696 90: vofi_TexCoord0 . y = dot3 ( binormal , toLight ) ;
697 91: vofi_TexCoord0 . z = dot3 ( normal , toLight ) ;
698 92: vofi_TexCoord0 . w = 1.0 ;
699 93: vofi_TexCoord1 = defaultTexCoord ;
700 94: vofi_TexCoord1 . x = dot4 ( in_TexCoord . xy , _va_[6 /* rpBumpMatrixS */] ) ;
701 95: vofi_TexCoord1 . y = dot4 ( in_TexCoord . xy , _va_[7 /* rpBumpMatrixT */] ) ;
702 96: vofi_TexCoord2 = defaultTexCoord ;
703 97: vofi_TexCoord2 . x = dot4 ( modelPosition , _va_[5 /* rpLightFalloffS */] ) ;
704 98: vofi_TexCoord3 . x = dot4 ( modelPosition , _va_[2 /* rpLightProjectionS */] ) ;
705 99: vofi_TexCoord3 . y = dot4 ( modelPosition , _va_[3 /* rpLightProjectionT */] ) ;
706100: vofi_TexCoord3 . z = 0.0 ;
707101: vofi_TexCoord3 . w = dot4 ( modelPosition , _va_[4 /* rpLightProjectionQ */] ) ;
708102: vofi_TexCoord4 = defaultTexCoord ;
709103: vofi_TexCoord4 . x = dot4 ( in_TexCoord . xy , _va_[8 /* rpDiffuseMatrixS */] ) ;
710104: vofi_TexCoord4 . y = dot4 ( in_TexCoord . xy , _va_[9 /* rpDiffuseMatrixT */] ) ;
711105: vofi_TexCoord5 = defaultTexCoord ;
712106: vofi_TexCoord5 . x = dot4 ( in_TexCoord . xy , _va_[10 /* rpSpecularMatrixS */] ) ;
713107: vofi_TexCoord5 . y = dot4 ( in_TexCoord . xy , _va_[11 /* rpSpecularMatrixT */] ) ;
714108: toLight = normalize ( toLight ) ;
715109: vec4 toView = normalize ( _va_[1 /* rpLocalViewOrigin */] - modelPosition ) ;
716110: vec4 halfAngleVector = toLight + toView ;
717111: vofi_TexCoord6 . x = dot3 ( tangent , halfAngleVector ) ;
718112: vofi_TexCoord6 . y = dot3 ( binormal , halfAngleVector ) ;
719113: vofi_TexCoord6 . z = dot3 ( normal , halfAngleVector ) ;
720114: vofi_TexCoord6 . w = 1.0 ;
721115: gl_FrontColor = vec4 ( 1.0 , 1.0 , 1.0 , 1.0 ) ;
722116: }
723-----------------
724WARNING: 0:28: warning(#375) Redeclaration of built-in name: gl_Position
725
726While compiling vertex program renderprogs\interactionAmbient.vertex
727-----------------
728 1: #version 400
729 2: #define PC
730 3:
731 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
732 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
733 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
734 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
735 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
736 9:
737 10:
738 11: uniform vec4 _va_[18];
739 12:
740 13: float dot3 (vec3 a , vec3 b ) {return dot ( a , b ) ; }
741 14: float dot3 (vec3 a , vec4 b ) {return dot ( a , b. xyz ) ; }
742 15: float dot3 (vec4 a , vec3 b ) {return dot ( a. xyz , b ) ; }
743 16: float dot3 (vec4 a , vec4 b ) {return dot ( a. xyz , b. xyz ) ; }
744 17: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
745 18: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
746 19: vec4 swizzleColor (vec4 c ) {return c ; }
747 20:
748 21: in vec4 in_Position;
749 22: in vec2 in_TexCoord;
750 23: in vec4 in_Normal;
751 24: in vec4 in_Tangent;
752 25: in vec4 in_Color;
753 26:
754 27: out vec4 gl_Position;
755 28: out vec4 vofi_TexCoord1;
756 29: out vec4 vofi_TexCoord2;
757 30: out vec4 vofi_TexCoord3;
758 31: out vec4 vofi_TexCoord4;
759 32: out vec4 vofi_TexCoord5;
760 33: out vec4 vofi_TexCoord6;
761 34: out vec4 gl_FrontColor;
762 35:
763 36: void main() {
764 37: vec4 normal = in_Normal * 2.0 - 1.0 ;
765 38: vec4 tangent = in_Tangent * 2.0 - 1.0 ;
766 39: vec3 binormal = cross ( normal. xyz , tangent. xyz ) * tangent. w ;
767 40: gl_Position . x = dot4 ( in_Position , _va_[14 /* rpMVPmatrixX */] ) ;
768 41: gl_Position . y = dot4 ( in_Position , _va_[15 /* rpMVPmatrixY */] ) ;
769 42: gl_Position . z = dot4 ( in_Position , _va_[16 /* rpMVPmatrixZ */] ) ;
770 43: gl_Position . w = dot4 ( in_Position , _va_[17 /* rpMVPmatrixW */] ) ;
771 44: vec4 defaultTexCoord = vec4 ( 0.0 , 0.5 , 0.0 , 1.0 ) ;
772 45: vec4 toLight = _va_[0 /* rpLocalLightOrigin */] - in_Position ;
773 46: vofi_TexCoord1 = defaultTexCoord ;
774 47: vofi_TexCoord1 . x = dot4 ( in_TexCoord . xy , _va_[6 /* rpBumpMatrixS */] ) ;
775 48: vofi_TexCoord1 . y = dot4 ( in_TexCoord . xy , _va_[7 /* rpBumpMatrixT */] ) ;
776 49: vofi_TexCoord2 = defaultTexCoord ;
777 50: vofi_TexCoord2 . x = dot4 ( in_Position , _va_[5 /* rpLightFalloffS */] ) ;
778 51: vofi_TexCoord3 . x = dot4 ( in_Position , _va_[2 /* rpLightProjectionS */] ) ;
779 52: vofi_TexCoord3 . y = dot4 ( in_Position , _va_[3 /* rpLightProjectionT */] ) ;
780 53: vofi_TexCoord3 . z = 0.0 ;
781 54: vofi_TexCoord3 . w = dot4 ( in_Position , _va_[4 /* rpLightProjectionQ */] ) ;
782 55: vofi_TexCoord4 = defaultTexCoord ;
783 56: vofi_TexCoord4 . x = dot4 ( in_TexCoord . xy , _va_[8 /* rpDiffuseMatrixS */] ) ;
784 57: vofi_TexCoord4 . y = dot4 ( in_TexCoord . xy , _va_[9 /* rpDiffuseMatrixT */] ) ;
785 58: vofi_TexCoord5 = defaultTexCoord ;
786 59: vofi_TexCoord5 . x = dot4 ( in_TexCoord . xy , _va_[10 /* rpSpecularMatrixS */] ) ;
787 60: vofi_TexCoord5 . y = dot4 ( in_TexCoord . xy , _va_[11 /* rpSpecularMatrixT */] ) ;
788 61: toLight = normalize ( toLight ) ;
789 62: vec4 toView = normalize ( _va_[1 /* rpLocalViewOrigin */] - in_Position ) ;
790 63: vec4 halfAngleVector = toLight + toView ;
791 64: vofi_TexCoord6 . x = dot3 ( tangent , halfAngleVector ) ;
792 65: vofi_TexCoord6 . y = dot3 ( binormal , halfAngleVector ) ;
793 66: vofi_TexCoord6 . z = dot3 ( normal , halfAngleVector ) ;
794 67: vofi_TexCoord6 . w = 1.0 ;
795 68: gl_FrontColor = ( swizzleColor ( in_Color ) * _va_[12 /* rpVertexColorModulate */] ) + _va_[13 /* rpVertexColorAdd */] ;
796 69: }
797-----------------
798WARNING: 0:27: warning(#375) Redeclaration of built-in name: gl_Position
799
800While compiling vertex program renderprogs\interactionAmbient_skinned.vertex
801-----------------
802 1: #version 400
803 2: #define PC
804 3:
805 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
806 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
807 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
808 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
809 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
810 9:
811 10:
812 11: uniform vec4 _va_[18];
813 12:
814 13: float dot3 (vec3 a , vec3 b ) {return dot ( a , b ) ; }
815 14: float dot3 (vec3 a , vec4 b ) {return dot ( a , b. xyz ) ; }
816 15: float dot3 (vec4 a , vec3 b ) {return dot ( a. xyz , b ) ; }
817 16: float dot3 (vec4 a , vec4 b ) {return dot ( a. xyz , b. xyz ) ; }
818 17: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
819 18: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
820 19: vec4 swizzleColor (vec4 c ) {return c ; }
821 20: uniform matrices_ubo {vec4 matrices [ 408 ] ; } ;
822 21:
823 22: in vec4 in_Position;
824 23: in vec2 in_TexCoord;
825 24: in vec4 in_Normal;
826 25: in vec4 in_Tangent;
827 26: in vec4 in_Color;
828 27: in vec4 in_Color2;
829 28:
830 29: out vec4 gl_Position;
831 30: out vec4 vofi_TexCoord1;
832 31: out vec4 vofi_TexCoord2;
833 32: out vec4 vofi_TexCoord3;
834 33: out vec4 vofi_TexCoord4;
835 34: out vec4 vofi_TexCoord5;
836 35: out vec4 vofi_TexCoord6;
837 36: out vec4 gl_FrontColor;
838 37:
839 38: void main() {
840 39: vec4 vNormal = in_Normal * 2.0 - 1.0 ;
841 40: vec4 vTangent = in_Tangent * 2.0 - 1.0 ;
842 41: vec3 vBinormal = cross ( vNormal. xyz , vTangent. xyz ) * vTangent. w ;
843 42: float w0 = in_Color2 . x ;
844 43: float w1 = in_Color2 . y ;
845 44: float w2 = in_Color2 . z ;
846 45: float w3 = in_Color2 . w ;
847 46: vec4 matX , matY , matZ ;
848 47: float joint = in_Color . x * 255.1 * 3 ;
849 48: matX = matrices [ int ( joint + 0 ) ] * w0 ;
850 49: matY = matrices [ int ( joint + 1 ) ] * w0 ;
851 50: matZ = matrices [ int ( joint + 2 ) ] * w0 ;
852 51: joint = in_Color . y * 255.1 * 3 ;
853 52: matX += matrices [ int ( joint + 0 ) ] * w1 ;
854 53: matY += matrices [ int ( joint + 1 ) ] * w1 ;
855 54: matZ += matrices [ int ( joint + 2 ) ] * w1 ;
856 55: joint = in_Color . z * 255.1 * 3 ;
857 56: matX += matrices [ int ( joint + 0 ) ] * w2 ;
858 57: matY += matrices [ int ( joint + 1 ) ] * w2 ;
859 58: matZ += matrices [ int ( joint + 2 ) ] * w2 ;
860 59: joint = in_Color . w * 255.1 * 3 ;
861 60: matX += matrices [ int ( joint + 0 ) ] * w3 ;
862 61: matY += matrices [ int ( joint + 1 ) ] * w3 ;
863 62: matZ += matrices [ int ( joint + 2 ) ] * w3 ;
864 63: vec3 normal ;
865 64: normal. x = dot3 ( matX , vNormal ) ;
866 65: normal. y = dot3 ( matY , vNormal ) ;
867 66: normal. z = dot3 ( matZ , vNormal ) ;
868 67: normal = normalize ( normal ) ;
869 68: vec3 tangent ;
870 69: tangent. x = dot3 ( matX , vTangent ) ;
871 70: tangent. y = dot3 ( matY , vTangent ) ;
872 71: tangent. z = dot3 ( matZ , vTangent ) ;
873 72: tangent = normalize ( tangent ) ;
874 73: vec3 binormal ;
875 74: binormal. x = dot3 ( matX , vBinormal ) ;
876 75: binormal. y = dot3 ( matY , vBinormal ) ;
877 76: binormal. z = dot3 ( matZ , vBinormal ) ;
878 77: binormal = normalize ( binormal ) ;
879 78: vec4 modelPosition ;
880 79: modelPosition. x = dot4 ( matX , in_Position ) ;
881 80: modelPosition. y = dot4 ( matY , in_Position ) ;
882 81: modelPosition. z = dot4 ( matZ , in_Position ) ;
883 82: modelPosition. w = 1.0 ;
884 83: gl_Position . x = dot4 ( modelPosition , _va_[14 /* rpMVPmatrixX */] ) ;
885 84: gl_Position . y = dot4 ( modelPosition , _va_[15 /* rpMVPmatrixY */] ) ;
886 85: gl_Position . z = dot4 ( modelPosition , _va_[16 /* rpMVPmatrixZ */] ) ;
887 86: gl_Position . w = dot4 ( modelPosition , _va_[17 /* rpMVPmatrixW */] ) ;
888 87: vec4 defaultTexCoord = vec4 ( 0.0 , 0.5 , 0.0 , 1.0 ) ;
889 88: vec4 toLight = _va_[0 /* rpLocalLightOrigin */] - modelPosition ;
890 89: vofi_TexCoord1 = defaultTexCoord ;
891 90: vofi_TexCoord1 . x = dot4 ( in_TexCoord . xy , _va_[6 /* rpBumpMatrixS */] ) ;
892 91: vofi_TexCoord1 . y = dot4 ( in_TexCoord . xy , _va_[7 /* rpBumpMatrixT */] ) ;
893 92: vofi_TexCoord2 = defaultTexCoord ;
894 93: vofi_TexCoord2 . x = dot4 ( modelPosition , _va_[5 /* rpLightFalloffS */] ) ;
895 94: vofi_TexCoord3 . x = dot4 ( modelPosition , _va_[2 /* rpLightProjectionS */] ) ;
896 95: vofi_TexCoord3 . y = dot4 ( modelPosition , _va_[3 /* rpLightProjectionT */] ) ;
897 96: vofi_TexCoord3 . z = 0.0 ;
898 97: vofi_TexCoord3 . w = dot4 ( modelPosition , _va_[4 /* rpLightProjectionQ */] ) ;
899 98: vofi_TexCoord4 = defaultTexCoord ;
900 99: vofi_TexCoord4 . x = dot4 ( in_TexCoord . xy , _va_[8 /* rpDiffuseMatrixS */] ) ;
901100: vofi_TexCoord4 . y = dot4 ( in_TexCoord . xy , _va_[9 /* rpDiffuseMatrixT */] ) ;
902101: vofi_TexCoord5 = defaultTexCoord ;
903102: vofi_TexCoord5 . x = dot4 ( in_TexCoord . xy , _va_[10 /* rpSpecularMatrixS */] ) ;
904103: vofi_TexCoord5 . y = dot4 ( in_TexCoord . xy , _va_[11 /* rpSpecularMatrixT */] ) ;
905104: toLight = normalize ( toLight ) ;
906105: vec4 toView = normalize ( _va_[1 /* rpLocalViewOrigin */] - modelPosition ) ;
907106: vec4 halfAngleVector = toLight + toView ;
908107: vofi_TexCoord6 . x = dot3 ( tangent , halfAngleVector ) ;
909108: vofi_TexCoord6 . y = dot3 ( binormal , halfAngleVector ) ;
910109: vofi_TexCoord6 . z = dot3 ( normal , halfAngleVector ) ;
911110: vofi_TexCoord6 . w = 1.0 ;
912111: gl_FrontColor = ( swizzleColor ( in_Color ) * _va_[12 /* rpVertexColorModulate */] ) + _va_[13 /* rpVertexColorAdd */] ;
913112: }
914-----------------
915WARNING: 0:29: warning(#375) Redeclaration of built-in name: gl_Position
916
917While compiling vertex program renderprogs\environment.vertex
918-----------------
919 1: #version 400
920 2: #define PC
921 3:
922 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
923 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
924 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
925 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
926 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
927 9:
928 10:
929 11: uniform vec4 _va_[6];
930 12:
931 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
932 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
933 15:
934 16: in vec4 in_Position;
935 17: in vec4 in_Normal;
936 18: in vec4 in_Color;
937 19:
938 20: out vec4 gl_Position;
939 21: out vec3 vofi_TexCoord0;
940 22: out vec3 vofi_TexCoord1;
941 23: out vec4 gl_FrontColor;
942 24:
943 25: void main() {
944 26: vec4 vNormal = in_Normal * 2.0 - 1.0 ;
945 27: gl_Position . x = dot4 ( in_Position , _va_[2 /* rpMVPmatrixX */] ) ;
946 28: gl_Position . y = dot4 ( in_Position , _va_[3 /* rpMVPmatrixY */] ) ;
947 29: gl_Position . z = dot4 ( in_Position , _va_[4 /* rpMVPmatrixZ */] ) ;
948 30: gl_Position . w = dot4 ( in_Position , _va_[5 /* rpMVPmatrixW */] ) ;
949 31: vec4 toEye = _va_[0 /* rpLocalViewOrigin */] - in_Position ;
950 32: vofi_TexCoord0 = toEye. xyz ;
951 33: vofi_TexCoord1 = vNormal. xyz ;
952 34: gl_FrontColor = _va_[1 /* rpColor */] ;
953 35: }
954-----------------
955WARNING: 0:20: warning(#375) Redeclaration of built-in name: gl_Position
956
957While compiling vertex program renderprogs\environment_skinned.vertex
958-----------------
959 1: #version 400
960 2: #define PC
961 3:
962 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
963 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
964 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
965 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
966 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
967 9:
968 10:
969 11: uniform vec4 _va_[6];
970 12:
971 13: float dot3 (vec3 a , vec3 b ) {return dot ( a , b ) ; }
972 14: float dot3 (vec3 a , vec4 b ) {return dot ( a , b. xyz ) ; }
973 15: float dot3 (vec4 a , vec3 b ) {return dot ( a. xyz , b ) ; }
974 16: float dot3 (vec4 a , vec4 b ) {return dot ( a. xyz , b. xyz ) ; }
975 17: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
976 18: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
977 19: uniform matrices_ubo {vec4 matrices [ 408 ] ; } ;
978 20:
979 21: in vec4 in_Position;
980 22: in vec2 in_TexCoord;
981 23: in vec4 in_Normal;
982 24: in vec4 in_Color;
983 25: in vec4 in_Color2;
984 26:
985 27: out vec4 gl_Position;
986 28: out vec3 vofi_TexCoord0;
987 29: out vec3 vofi_TexCoord1;
988 30: out vec4 gl_FrontColor;
989 31:
990 32: void main() {
991 33: vec4 vNormal = in_Normal * 2.0 - 1.0 ;
992 34: float w0 = in_Color2 . x ;
993 35: float w1 = in_Color2 . y ;
994 36: float w2 = in_Color2 . z ;
995 37: float w3 = in_Color2 . w ;
996 38: vec4 matX , matY , matZ ;
997 39: float joint = in_Color . x * 255.1 * 3 ;
998 40: matX = matrices [ int ( joint + 0 ) ] * w0 ;
999 41: matY = matrices [ int ( joint + 1 ) ] * w0 ;
1000 42: matZ = matrices [ int ( joint + 2 ) ] * w0 ;
1001 43: joint = in_Color . y * 255.1 * 3 ;
1002 44: matX += matrices [ int ( joint + 0 ) ] * w1 ;
1003 45: matY += matrices [ int ( joint + 1 ) ] * w1 ;
1004 46: matZ += matrices [ int ( joint + 2 ) ] * w1 ;
1005 47: joint = in_Color . z * 255.1 * 3 ;
1006 48: matX += matrices [ int ( joint + 0 ) ] * w2 ;
1007 49: matY += matrices [ int ( joint + 1 ) ] * w2 ;
1008 50: matZ += matrices [ int ( joint + 2 ) ] * w2 ;
1009 51: joint = in_Color . w * 255.1 * 3 ;
1010 52: matX += matrices [ int ( joint + 0 ) ] * w3 ;
1011 53: matY += matrices [ int ( joint + 1 ) ] * w3 ;
1012 54: matZ += matrices [ int ( joint + 2 ) ] * w3 ;
1013 55: vec3 vNormalSkinned ;
1014 56: vNormalSkinned. x = dot3 ( matX , vNormal ) ;
1015 57: vNormalSkinned. y = dot3 ( matY , vNormal ) ;
1016 58: vNormalSkinned. z = dot3 ( matZ , vNormal ) ;
1017 59: vNormalSkinned = normalize ( vNormalSkinned ) ;
1018 60: vec4 modelPosition ;
1019 61: modelPosition. x = dot4 ( matX , in_Position ) ;
1020 62: modelPosition. y = dot4 ( matY , in_Position ) ;
1021 63: modelPosition. z = dot4 ( matZ , in_Position ) ;
1022 64: modelPosition. w = 1.0 ;
1023 65: gl_Position . x = dot4 ( modelPosition , _va_[2 /* rpMVPmatrixX */] ) ;
1024 66: gl_Position . y = dot4 ( modelPosition , _va_[3 /* rpMVPmatrixY */] ) ;
1025 67: gl_Position . z = dot4 ( modelPosition , _va_[4 /* rpMVPmatrixZ */] ) ;
1026 68: gl_Position . w = dot4 ( modelPosition , _va_[5 /* rpMVPmatrixW */] ) ;
1027 69: vec4 toEye = _va_[0 /* rpLocalViewOrigin */] - modelPosition ;
1028 70: vofi_TexCoord0 = toEye. xyz ;
1029 71: vofi_TexCoord1 = vNormalSkinned. xyz ;
1030 72: gl_FrontColor = _va_[1 /* rpColor */] ;
1031 73: }
1032-----------------
1033WARNING: 0:27: warning(#375) Redeclaration of built-in name: gl_Position
1034
1035While compiling vertex program renderprogs\bumpyEnvironment.vertex
1036-----------------
1037 1: #version 400
1038 2: #define PC
1039 3:
1040 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
1041 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
1042 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
1043 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
1044 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
1045 9:
1046 10:
1047 11: uniform vec4 _va_[9];
1048 12:
1049 13: float dot3 (vec3 a , vec3 b ) {return dot ( a , b ) ; }
1050 14: float dot3 (vec3 a , vec4 b ) {return dot ( a , b. xyz ) ; }
1051 15: float dot3 (vec4 a , vec3 b ) {return dot ( a. xyz , b ) ; }
1052 16: float dot3 (vec4 a , vec4 b ) {return dot ( a. xyz , b. xyz ) ; }
1053 17: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
1054 18: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
1055 19:
1056 20: in vec4 in_Position;
1057 21: in vec2 in_TexCoord;
1058 22: in vec4 in_Normal;
1059 23: in vec4 in_Tangent;
1060 24: in vec4 in_Color;
1061 25:
1062 26: out vec4 gl_Position;
1063 27: out vec2 vofi_TexCoord0;
1064 28: out vec3 vofi_TexCoord1;
1065 29: out vec3 vofi_TexCoord2;
1066 30: out vec3 vofi_TexCoord3;
1067 31: out vec3 vofi_TexCoord4;
1068 32: out vec4 gl_FrontColor;
1069 33:
1070 34: void main() {
1071 35: vec4 normal = in_Normal * 2.0 - 1.0 ;
1072 36: vec4 tangent = in_Tangent * 2.0 - 1.0 ;
1073 37: vec3 binormal = cross ( normal. xyz , tangent. xyz ) * tangent. w ;
1074 38: gl_Position . x = dot4 ( in_Position , _va_[2 /* rpMVPmatrixX */] ) ;
1075 39: gl_Position . y = dot4 ( in_Position , _va_[3 /* rpMVPmatrixY */] ) ;
1076 40: gl_Position . z = dot4 ( in_Position , _va_[4 /* rpMVPmatrixZ */] ) ;
1077 41: gl_Position . w = dot4 ( in_Position , _va_[5 /* rpMVPmatrixW */] ) ;
1078 42: vofi_TexCoord0 = in_TexCoord . xy ;
1079 43: vec4 toEye = _va_[0 /* rpLocalViewOrigin */] - in_Position ;
1080 44: vofi_TexCoord1 . x = dot3 ( toEye , _va_[6 /* rpModelMatrixX */] ) ;
1081 45: vofi_TexCoord1 . y = dot3 ( toEye , _va_[7 /* rpModelMatrixY */] ) ;
1082 46: vofi_TexCoord1 . z = dot3 ( toEye , _va_[8 /* rpModelMatrixZ */] ) ;
1083 47: vofi_TexCoord2 . x = dot3 ( tangent , _va_[6 /* rpModelMatrixX */] ) ;
1084 48: vofi_TexCoord3 . x = dot3 ( tangent , _va_[7 /* rpModelMatrixY */] ) ;
1085 49: vofi_TexCoord4 . x = dot3 ( tangent , _va_[8 /* rpModelMatrixZ */] ) ;
1086 50: vofi_TexCoord2 . y = dot3 ( binormal , _va_[6 /* rpModelMatrixX */] ) ;
1087 51: vofi_TexCoord3 . y = dot3 ( binormal , _va_[7 /* rpModelMatrixY */] ) ;
1088 52: vofi_TexCoord4 . y = dot3 ( binormal , _va_[8 /* rpModelMatrixZ */] ) ;
1089 53: vofi_TexCoord2 . z = dot3 ( normal , _va_[6 /* rpModelMatrixX */] ) ;
1090 54: vofi_TexCoord3 . z = dot3 ( normal , _va_[7 /* rpModelMatrixY */] ) ;
1091 55: vofi_TexCoord4 . z = dot3 ( normal , _va_[8 /* rpModelMatrixZ */] ) ;
1092 56: gl_FrontColor = _va_[1 /* rpColor */] ;
1093 57: }
1094-----------------
1095WARNING: 0:26: warning(#375) Redeclaration of built-in name: gl_Position
1096
1097While compiling vertex program renderprogs\bumpyEnvironment_skinned.vertex
1098-----------------
1099 1: #version 400
1100 2: #define PC
1101 3:
1102 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
1103 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
1104 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
1105 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
1106 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
1107 9:
1108 10:
1109 11: uniform vec4 _va_[9];
1110 12:
1111 13: float dot3 (vec3 a , vec3 b ) {return dot ( a , b ) ; }
1112 14: float dot3 (vec3 a , vec4 b ) {return dot ( a , b. xyz ) ; }
1113 15: float dot3 (vec4 a , vec3 b ) {return dot ( a. xyz , b ) ; }
1114 16: float dot3 (vec4 a , vec4 b ) {return dot ( a. xyz , b. xyz ) ; }
1115 17: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
1116 18: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
1117 19: uniform matrices_ubo {vec4 matrices [ 408 ] ; } ;
1118 20:
1119 21: in vec4 in_Position;
1120 22: in vec2 in_TexCoord;
1121 23: in vec4 in_Normal;
1122 24: in vec4 in_Tangent;
1123 25: in vec4 in_Color;
1124 26: in vec4 in_Color2;
1125 27:
1126 28: out vec4 gl_Position;
1127 29: out vec2 vofi_TexCoord0;
1128 30: out vec3 vofi_TexCoord1;
1129 31: out vec3 vofi_TexCoord2;
1130 32: out vec3 vofi_TexCoord3;
1131 33: out vec3 vofi_TexCoord4;
1132 34: out vec4 gl_FrontColor;
1133 35:
1134 36: void main() {
1135 37: vec4 vNormal = in_Normal * 2.0 - 1.0 ;
1136 38: vec4 vTangent = in_Tangent * 2.0 - 1.0 ;
1137 39: vec3 vBinormal = cross ( vNormal. xyz , vTangent. xyz ) * vTangent. w ;
1138 40: float w0 = in_Color2 . x ;
1139 41: float w1 = in_Color2 . y ;
1140 42: float w2 = in_Color2 . z ;
1141 43: float w3 = in_Color2 . w ;
1142 44: vec4 matX , matY , matZ ;
1143 45: float joint = in_Color . x * 255.1 * 3 ;
1144 46: matX = matrices [ int ( joint + 0 ) ] * w0 ;
1145 47: matY = matrices [ int ( joint + 1 ) ] * w0 ;
1146 48: matZ = matrices [ int ( joint + 2 ) ] * w0 ;
1147 49: joint = in_Color . y * 255.1 * 3 ;
1148 50: matX += matrices [ int ( joint + 0 ) ] * w1 ;
1149 51: matY += matrices [ int ( joint + 1 ) ] * w1 ;
1150 52: matZ += matrices [ int ( joint + 2 ) ] * w1 ;
1151 53: joint = in_Color . z * 255.1 * 3 ;
1152 54: matX += matrices [ int ( joint + 0 ) ] * w2 ;
1153 55: matY += matrices [ int ( joint + 1 ) ] * w2 ;
1154 56: matZ += matrices [ int ( joint + 2 ) ] * w2 ;
1155 57: joint = in_Color . w * 255.1 * 3 ;
1156 58: matX += matrices [ int ( joint + 0 ) ] * w3 ;
1157 59: matY += matrices [ int ( joint + 1 ) ] * w3 ;
1158 60: matZ += matrices [ int ( joint + 2 ) ] * w3 ;
1159 61: vec3 normal ;
1160 62: normal. x = dot3 ( matX , vNormal ) ;
1161 63: normal. y = dot3 ( matY , vNormal ) ;
1162 64: normal. z = dot3 ( matZ , vNormal ) ;
1163 65: normal = normalize ( normal ) ;
1164 66: vec3 tangent ;
1165 67: tangent. x = dot3 ( matX , vTangent ) ;
1166 68: tangent. y = dot3 ( matY , vTangent ) ;
1167 69: tangent. z = dot3 ( matZ , vTangent ) ;
1168 70: tangent = normalize ( tangent ) ;
1169 71: vec3 binormal ;
1170 72: binormal. x = dot3 ( matX , vBinormal ) ;
1171 73: binormal. y = dot3 ( matY , vBinormal ) ;
1172 74: binormal. z = dot3 ( matZ , vBinormal ) ;
1173 75: binormal = normalize ( binormal ) ;
1174 76: vec4 modelPosition ;
1175 77: modelPosition. x = dot4 ( matX , in_Position ) ;
1176 78: modelPosition. y = dot4 ( matY , in_Position ) ;
1177 79: modelPosition. z = dot4 ( matZ , in_Position ) ;
1178 80: modelPosition. w = 1.0 ;
1179 81: gl_Position . x = dot4 ( modelPosition , _va_[2 /* rpMVPmatrixX */] ) ;
1180 82: gl_Position . y = dot4 ( modelPosition , _va_[3 /* rpMVPmatrixY */] ) ;
1181 83: gl_Position . z = dot4 ( modelPosition , _va_[4 /* rpMVPmatrixZ */] ) ;
1182 84: gl_Position . w = dot4 ( modelPosition , _va_[5 /* rpMVPmatrixW */] ) ;
1183 85: vofi_TexCoord0 = in_TexCoord . xy ;
1184 86: vec4 toEye = _va_[0 /* rpLocalViewOrigin */] - modelPosition ;
1185 87: vofi_TexCoord1 . x = dot3 ( toEye , _va_[6 /* rpModelMatrixX */] ) ;
1186 88: vofi_TexCoord1 . y = dot3 ( toEye , _va_[7 /* rpModelMatrixY */] ) ;
1187 89: vofi_TexCoord1 . z = dot3 ( toEye , _va_[8 /* rpModelMatrixZ */] ) ;
1188 90: vofi_TexCoord2 . x = dot3 ( tangent , _va_[6 /* rpModelMatrixX */] ) ;
1189 91: vofi_TexCoord3 . x = dot3 ( tangent , _va_[7 /* rpModelMatrixY */] ) ;
1190 92: vofi_TexCoord4 . x = dot3 ( tangent , _va_[8 /* rpModelMatrixZ */] ) ;
1191 93: vofi_TexCoord2 . y = dot3 ( binormal , _va_[6 /* rpModelMatrixX */] ) ;
1192 94: vofi_TexCoord3 . y = dot3 ( binormal , _va_[7 /* rpModelMatrixY */] ) ;
1193 95: vofi_TexCoord4 . y = dot3 ( binormal , _va_[8 /* rpModelMatrixZ */] ) ;
1194 96: vofi_TexCoord2 . z = dot3 ( normal , _va_[6 /* rpModelMatrixX */] ) ;
1195 97: vofi_TexCoord3 . z = dot3 ( normal , _va_[7 /* rpModelMatrixY */] ) ;
1196 98: vofi_TexCoord4 . z = dot3 ( normal , _va_[8 /* rpModelMatrixZ */] ) ;
1197 99: gl_FrontColor = _va_[1 /* rpColor */] ;
1198100: }
1199-----------------
1200WARNING: 0:28: warning(#375) Redeclaration of built-in name: gl_Position
1201
1202While compiling vertex program renderprogs\depth.vertex
1203-----------------
1204 1: #version 400
1205 2: #define PC
1206 3:
1207 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
1208 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
1209 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
1210 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
1211 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
1212 9:
1213 10:
1214 11: uniform vec4 _va_[4];
1215 12:
1216 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
1217 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
1218 15:
1219 16: in vec4 in_Position;
1220 17:
1221 18: out vec4 gl_Position;
1222 19:
1223 20: void main() {
1224 21: gl_Position . x = dot4 ( in_Position , _va_[0 /* rpMVPmatrixX */] ) ;
1225 22: gl_Position . y = dot4 ( in_Position , _va_[1 /* rpMVPmatrixY */] ) ;
1226 23: gl_Position . z = dot4 ( in_Position , _va_[2 /* rpMVPmatrixZ */] ) ;
1227 24: gl_Position . w = dot4 ( in_Position , _va_[3 /* rpMVPmatrixW */] ) ;
1228 25: }
1229-----------------
1230WARNING: 0:18: warning(#375) Redeclaration of built-in name: gl_Position
1231
1232While compiling vertex program renderprogs\depth_skinned.vertex
1233-----------------
1234 1: #version 400
1235 2: #define PC
1236 3:
1237 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
1238 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
1239 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
1240 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
1241 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
1242 9:
1243 10:
1244 11: uniform vec4 _va_[4];
1245 12:
1246 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
1247 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
1248 15: uniform matrices_ubo {vec4 matrices [ 408 ] ; } ;
1249 16:
1250 17: in vec4 in_Position;
1251 18: in vec4 in_Color;
1252 19: in vec4 in_Color2;
1253 20:
1254 21: out vec4 gl_Position;
1255 22:
1256 23: void main() {
1257 24: float w0 = in_Color2 . x ;
1258 25: float w1 = in_Color2 . y ;
1259 26: float w2 = in_Color2 . z ;
1260 27: float w3 = in_Color2 . w ;
1261 28: vec4 matX , matY , matZ ;
1262 29: float joint = in_Color . x * 255.1 * 3 ;
1263 30: matX = matrices [ int ( joint + 0 ) ] * w0 ;
1264 31: matY = matrices [ int ( joint + 1 ) ] * w0 ;
1265 32: matZ = matrices [ int ( joint + 2 ) ] * w0 ;
1266 33: joint = in_Color . y * 255.1 * 3 ;
1267 34: matX += matrices [ int ( joint + 0 ) ] * w1 ;
1268 35: matY += matrices [ int ( joint + 1 ) ] * w1 ;
1269 36: matZ += matrices [ int ( joint + 2 ) ] * w1 ;
1270 37: joint = in_Color . z * 255.1 * 3 ;
1271 38: matX += matrices [ int ( joint + 0 ) ] * w2 ;
1272 39: matY += matrices [ int ( joint + 1 ) ] * w2 ;
1273 40: matZ += matrices [ int ( joint + 2 ) ] * w2 ;
1274 41: joint = in_Color . w * 255.1 * 3 ;
1275 42: matX += matrices [ int ( joint + 0 ) ] * w3 ;
1276 43: matY += matrices [ int ( joint + 1 ) ] * w3 ;
1277 44: matZ += matrices [ int ( joint + 2 ) ] * w3 ;
1278 45: vec4 modelPosition ;
1279 46: modelPosition. x = dot4 ( matX , in_Position ) ;
1280 47: modelPosition. y = dot4 ( matY , in_Position ) ;
1281 48: modelPosition. z = dot4 ( matZ , in_Position ) ;
1282 49: modelPosition. w = 1.0 ;
1283 50: gl_Position . x = dot4 ( modelPosition , _va_[0 /* rpMVPmatrixX */] ) ;
1284 51: gl_Position . y = dot4 ( modelPosition , _va_[1 /* rpMVPmatrixY */] ) ;
1285 52: gl_Position . z = dot4 ( modelPosition , _va_[2 /* rpMVPmatrixZ */] ) ;
1286 53: gl_Position . w = dot4 ( modelPosition , _va_[3 /* rpMVPmatrixW */] ) ;
1287 54: }
1288-----------------
1289WARNING: 0:21: warning(#375) Redeclaration of built-in name: gl_Position
1290
1291While compiling vertex program renderprogs\shadowDebug.vertex
1292-----------------
1293 1: #version 400
1294 2: #define PC
1295 3:
1296 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
1297 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
1298 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
1299 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
1300 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
1301 9:
1302 10:
1303 11: uniform vec4 _va_[5];
1304 12:
1305 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
1306 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
1307 15:
1308 16: in vec4 in_Position;
1309 17:
1310 18: out vec4 gl_Position;
1311 19:
1312 20: void main() {
1313 21: vec4 vPos = in_Position - _va_[0 /* rpLocalLightOrigin */] ;
1314 22: vPos = ( vPos. wwww * _va_[0 /* rpLocalLightOrigin */] ) + vPos ;
1315 23: gl_Position . x = dot4 ( vPos , _va_[1 /* rpMVPmatrixX */] ) ;
1316 24: gl_Position . y = dot4 ( vPos , _va_[2 /* rpMVPmatrixY */] ) ;
1317 25: gl_Position . z = dot4 ( vPos , _va_[3 /* rpMVPmatrixZ */] ) ;
1318 26: gl_Position . w = dot4 ( vPos , _va_[4 /* rpMVPmatrixW */] ) ;
1319 27: }
1320-----------------
1321WARNING: 0:18: warning(#375) Redeclaration of built-in name: gl_Position
1322
1323While compiling vertex program renderprogs\shadowDebug_skinned.vertex
1324-----------------
1325 1: #version 400
1326 2: #define PC
1327 3:
1328 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
1329 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
1330 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
1331 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
1332 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
1333 9:
1334 10:
1335 11: uniform vec4 _va_[5];
1336 12:
1337 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
1338 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
1339 15: uniform matrices_ubo {vec4 matrices [ 408 ] ; } ;
1340 16:
1341 17: in vec4 in_Position;
1342 18: in vec4 in_Color;
1343 19: in vec4 in_Color2;
1344 20:
1345 21: out vec4 gl_Position;
1346 22:
1347 23: void main() {
1348 24: float w0 = in_Color2 . x ;
1349 25: float w1 = in_Color2 . y ;
1350 26: float w2 = in_Color2 . z ;
1351 27: float w3 = in_Color2 . w ;
1352 28: vec4 matX , matY , matZ ;
1353 29: float joint = in_Color . x * 255.1 * 3 ;
1354 30: matX = matrices [ int ( joint + 0 ) ] * w0 ;
1355 31: matY = matrices [ int ( joint + 1 ) ] * w0 ;
1356 32: matZ = matrices [ int ( joint + 2 ) ] * w0 ;
1357 33: joint = in_Color . y * 255.1 * 3 ;
1358 34: matX += matrices [ int ( joint + 0 ) ] * w1 ;
1359 35: matY += matrices [ int ( joint + 1 ) ] * w1 ;
1360 36: matZ += matrices [ int ( joint + 2 ) ] * w1 ;
1361 37: joint = in_Color . z * 255.1 * 3 ;
1362 38: matX += matrices [ int ( joint + 0 ) ] * w2 ;
1363 39: matY += matrices [ int ( joint + 1 ) ] * w2 ;
1364 40: matZ += matrices [ int ( joint + 2 ) ] * w2 ;
1365 41: joint = in_Color . w * 255.1 * 3 ;
1366 42: matX += matrices [ int ( joint + 0 ) ] * w3 ;
1367 43: matY += matrices [ int ( joint + 1 ) ] * w3 ;
1368 44: matZ += matrices [ int ( joint + 2 ) ] * w3 ;
1369 45: vec4 vertexPosition = in_Position ;
1370 46: vertexPosition. w = 1.0 ;
1371 47: vec4 modelPosition ;
1372 48: modelPosition. x = dot4 ( matX , vertexPosition ) ;
1373 49: modelPosition. y = dot4 ( matY , vertexPosition ) ;
1374 50: modelPosition. z = dot4 ( matZ , vertexPosition ) ;
1375 51: modelPosition. w = in_Position . w ;
1376 52: vec4 vPos = modelPosition - _va_[0 /* rpLocalLightOrigin */] ;
1377 53: vPos = ( vPos. wwww * _va_[0 /* rpLocalLightOrigin */] ) + vPos ;
1378 54: gl_Position . x = dot4 ( vPos , _va_[1 /* rpMVPmatrixX */] ) ;
1379 55: gl_Position . y = dot4 ( vPos , _va_[2 /* rpMVPmatrixY */] ) ;
1380 56: gl_Position . z = dot4 ( vPos , _va_[3 /* rpMVPmatrixZ */] ) ;
1381 57: gl_Position . w = dot4 ( vPos , _va_[4 /* rpMVPmatrixW */] ) ;
1382 58: }
1383-----------------
1384WARNING: 0:21: warning(#375) Redeclaration of built-in name: gl_Position
1385
1386While compiling vertex program renderprogs\blendlight.vertex
1387-----------------
1388 1: #version 400
1389 2: #define PC
1390 3:
1391 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
1392 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
1393 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
1394 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
1395 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
1396 9:
1397 10:
1398 11: uniform vec4 _va_[8];
1399 12:
1400 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
1401 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
1402 15:
1403 16: in vec4 in_Position;
1404 17: in vec2 in_TexCoord;
1405 18: in vec4 in_Normal;
1406 19: in vec4 in_Tangent;
1407 20: in vec4 BINORMAL;
1408 21: in vec4 in_Color;
1409 22:
1410 23: out vec4 gl_Position;
1411 24: out vec4 vofi_TexCoord0;
1412 25: out vec2 vofi_TexCoord1;
1413 26:
1414 27: void main() {
1415 28: gl_Position . x = dot4 ( in_Position , _va_[0 /* rpMVPmatrixX */] ) ;
1416 29: gl_Position . y = dot4 ( in_Position , _va_[1 /* rpMVPmatrixY */] ) ;
1417 30: gl_Position . z = dot4 ( in_Position , _va_[2 /* rpMVPmatrixZ */] ) ;
1418 31: gl_Position . w = dot4 ( in_Position , _va_[3 /* rpMVPmatrixW */] ) ;
1419 32: vofi_TexCoord0 . x = dot4 ( in_Position , _va_[4 /* rpTexGen0S */] ) ;
1420 33: vofi_TexCoord0 . y = dot4 ( in_Position , _va_[5 /* rpTexGen0T */] ) ;
1421 34: vofi_TexCoord0 . z = 0.0 ;
1422 35: vofi_TexCoord0 . w = dot4 ( in_Position , _va_[6 /* rpTexGen0Q */] ) ;
1423 36: vofi_TexCoord1 . x = dot4 ( in_Position , _va_[7 /* rpTexGen1S */] ) ;
1424 37: vofi_TexCoord1 . y = 0.5 ;
1425 38: }
1426-----------------
1427WARNING: 0:23: warning(#375) Redeclaration of built-in name: gl_Position
1428
1429While compiling vertex program renderprogs\fog.vertex
1430-----------------
1431 1: #version 400
1432 2: #define PC
1433 3:
1434 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
1435 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
1436 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
1437 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
1438 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
1439 9:
1440 10:
1441 11: uniform vec4 _va_[8];
1442 12:
1443 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
1444 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
1445 15:
1446 16: in vec4 in_Position;
1447 17: in vec2 in_TexCoord;
1448 18: in vec4 in_Normal;
1449 19: in vec4 in_Tangent;
1450 20: in vec4 in_Color;
1451 21:
1452 22: out vec4 gl_Position;
1453 23: out vec2 vofi_TexCoord0;
1454 24: out vec2 vofi_TexCoord1;
1455 25:
1456 26: void main() {
1457 27: gl_Position . x = dot4 ( in_Position , _va_[0 /* rpMVPmatrixX */] ) ;
1458 28: gl_Position . y = dot4 ( in_Position , _va_[1 /* rpMVPmatrixY */] ) ;
1459 29: gl_Position . z = dot4 ( in_Position , _va_[2 /* rpMVPmatrixZ */] ) ;
1460 30: gl_Position . w = dot4 ( in_Position , _va_[3 /* rpMVPmatrixW */] ) ;
1461 31: vofi_TexCoord0 . x = dot4 ( in_Position , _va_[4 /* rpTexGen0S */] ) ;
1462 32: vofi_TexCoord0 . y = dot4 ( in_Position , _va_[5 /* rpTexGen0T */] ) ;
1463 33: vofi_TexCoord1 . x = dot4 ( in_Position , _va_[6 /* rpTexGen1S */] ) ;
1464 34: vofi_TexCoord1 . y = dot4 ( in_Position , _va_[7 /* rpTexGen1T */] ) ;
1465 35: }
1466-----------------
1467WARNING: 0:22: warning(#375) Redeclaration of built-in name: gl_Position
1468
1469While compiling vertex program renderprogs\fog_skinned.vertex
1470-----------------
1471 1: #version 400
1472 2: #define PC
1473 3:
1474 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
1475 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
1476 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
1477 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
1478 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
1479 9:
1480 10:
1481 11: uniform vec4 _va_[8];
1482 12:
1483 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
1484 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
1485 15: uniform matrices_ubo {vec4 matrices [ 408 ] ; } ;
1486 16:
1487 17: in vec4 in_Position;
1488 18: in vec2 in_TexCoord;
1489 19: in vec4 in_Color;
1490 20: in vec4 in_Color2;
1491 21:
1492 22: out vec4 gl_Position;
1493 23: out vec2 vofi_TexCoord0;
1494 24: out vec2 vofi_TexCoord1;
1495 25:
1496 26: void main() {
1497 27: float w0 = in_Color2 . x ;
1498 28: float w1 = in_Color2 . y ;
1499 29: float w2 = in_Color2 . z ;
1500 30: float w3 = in_Color2 . w ;
1501 31: vec4 matX , matY , matZ ;
1502 32: float joint = in_Color . x * 255.1 * 3 ;
1503 33: matX = matrices [ int ( joint + 0 ) ] * w0 ;
1504 34: matY = matrices [ int ( joint + 1 ) ] * w0 ;
1505 35: matZ = matrices [ int ( joint + 2 ) ] * w0 ;
1506 36: joint = in_Color . y * 255.1 * 3 ;
1507 37: matX += matrices [ int ( joint + 0 ) ] * w1 ;
1508 38: matY += matrices [ int ( joint + 1 ) ] * w1 ;
1509 39: matZ += matrices [ int ( joint + 2 ) ] * w1 ;
1510 40: joint = in_Color . z * 255.1 * 3 ;
1511 41: matX += matrices [ int ( joint + 0 ) ] * w2 ;
1512 42: matY += matrices [ int ( joint + 1 ) ] * w2 ;
1513 43: matZ += matrices [ int ( joint + 2 ) ] * w2 ;
1514 44: joint = in_Color . w * 255.1 * 3 ;
1515 45: matX += matrices [ int ( joint + 0 ) ] * w3 ;
1516 46: matY += matrices [ int ( joint + 1 ) ] * w3 ;
1517 47: matZ += matrices [ int ( joint + 2 ) ] * w3 ;
1518 48: vec4 modelPosition ;
1519 49: modelPosition. x = dot4 ( matX , in_Position ) ;
1520 50: modelPosition. y = dot4 ( matY , in_Position ) ;
1521 51: modelPosition. z = dot4 ( matZ , in_Position ) ;
1522 52: modelPosition. w = 1.0 ;
1523 53: gl_Position . x = dot4 ( modelPosition , _va_[0 /* rpMVPmatrixX */] ) ;
1524 54: gl_Position . y = dot4 ( modelPosition , _va_[1 /* rpMVPmatrixY */] ) ;
1525 55: gl_Position . z = dot4 ( modelPosition , _va_[2 /* rpMVPmatrixZ */] ) ;
1526 56: gl_Position . w = dot4 ( modelPosition , _va_[3 /* rpMVPmatrixW */] ) ;
1527 57: vofi_TexCoord0 . x = dot4 ( modelPosition , _va_[4 /* rpTexGen0S */] ) ;
1528 58: vofi_TexCoord0 . y = dot4 ( modelPosition , _va_[5 /* rpTexGen0T */] ) ;
1529 59: vofi_TexCoord1 . x = dot4 ( modelPosition , _va_[6 /* rpTexGen1S */] ) ;
1530 60: vofi_TexCoord1 . y = dot4 ( modelPosition , _va_[7 /* rpTexGen1T */] ) ;
1531 61: }
1532-----------------
1533WARNING: 0:22: warning(#375) Redeclaration of built-in name: gl_Position
1534
1535While compiling vertex program renderprogs\skybox.vertex
1536-----------------
1537 1: #version 400
1538 2: #define PC
1539 3:
1540 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
1541 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
1542 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
1543 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
1544 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
1545 9:
1546 10:
1547 11: uniform vec4 _va_[7];
1548 12:
1549 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
1550 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
1551 15: vec4 swizzleColor (vec4 c ) {return c ; }
1552 16:
1553 17: in vec4 in_Position;
1554 18: in vec2 in_TexCoord;
1555 19: in vec4 in_Normal;
1556 20: in vec4 in_Tangent;
1557 21: in vec4 in_Color;
1558 22:
1559 23: out vec4 gl_Position;
1560 24: out vec3 vofi_TexCoord0;
1561 25: out vec4 gl_FrontColor;
1562 26:
1563 27: void main() {
1564 28: gl_Position . x = dot4 ( in_Position , _va_[3 /* rpMVPmatrixX */] ) ;
1565 29: gl_Position . y = dot4 ( in_Position , _va_[4 /* rpMVPmatrixY */] ) ;
1566 30: gl_Position . z = dot4 ( in_Position , _va_[5 /* rpMVPmatrixZ */] ) ;
1567 31: gl_Position . w = dot4 ( in_Position , _va_[6 /* rpMVPmatrixW */] ) ;
1568 32: vofi_TexCoord0 = in_Position . xyz - _va_[0 /* rpLocalViewOrigin */] . xyz ;
1569 33: gl_FrontColor = ( swizzleColor ( in_Color ) * _va_[1 /* rpVertexColorModulate */] ) + _va_[2 /* rpVertexColorAdd */] ;
1570 34: }
1571-----------------
1572WARNING: 0:23: warning(#375) Redeclaration of built-in name: gl_Position
1573
1574While compiling vertex program renderprogs\wobblesky.vertex
1575-----------------
1576 1: #version 400
1577 2: #define PC
1578 3:
1579 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
1580 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
1581 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
1582 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
1583 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
1584 9:
1585 10:
1586 11: uniform vec4 _va_[10];
1587 12:
1588 13: float dot3 (vec3 a , vec3 b ) {return dot ( a , b ) ; }
1589 14: float dot3 (vec3 a , vec4 b ) {return dot ( a , b. xyz ) ; }
1590 15: float dot3 (vec4 a , vec3 b ) {return dot ( a. xyz , b ) ; }
1591 16: float dot3 (vec4 a , vec4 b ) {return dot ( a. xyz , b. xyz ) ; }
1592 17: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
1593 18: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
1594 19: vec4 swizzleColor (vec4 c ) {return c ; }
1595 20:
1596 21: in vec4 in_Position;
1597 22: in vec2 in_TexCoord;
1598 23: in vec4 in_Normal;
1599 24: in vec4 in_Tangent;
1600 25: in vec4 in_Color;
1601 26:
1602 27: out vec4 gl_Position;
1603 28: out vec3 vofi_TexCoord0;
1604 29: out vec4 gl_FrontColor;
1605 30:
1606 31: void main() {
1607 32: gl_Position . x = dot4 ( in_Position , _va_[3 /* rpMVPmatrixX */] ) ;
1608 33: gl_Position . y = dot4 ( in_Position , _va_[4 /* rpMVPmatrixY */] ) ;
1609 34: gl_Position . z = dot4 ( in_Position , _va_[5 /* rpMVPmatrixZ */] ) ;
1610 35: gl_Position . w = dot4 ( in_Position , _va_[6 /* rpMVPmatrixW */] ) ;
1611 36: vec3 t0 = in_Position . xyz - _va_[0 /* rpLocalViewOrigin */] . xyz ;
1612 37: vofi_TexCoord0 . x = dot3 ( t0 , _va_[7 /* rpWobbleSkyX */] ) ;
1613 38: vofi_TexCoord0 . y = dot3 ( t0 , _va_[8 /* rpWobbleSkyY */] ) ;
1614 39: vofi_TexCoord0 . z = dot3 ( t0 , _va_[9 /* rpWobbleSkyZ */] ) ;
1615 40: gl_FrontColor = ( swizzleColor ( in_Color ) * _va_[1 /* rpVertexColorModulate */] ) + _va_[2 /* rpVertexColorAdd */] ;
1616 41: }
1617-----------------
1618WARNING: 0:27: warning(#375) Redeclaration of built-in name: gl_Position
1619
1620While compiling vertex program renderprogs\postprocess.vertex
1621-----------------
1622 1: #version 400
1623 2: #define PC
1624 3:
1625 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
1626 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
1627 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
1628 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
1629 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
1630 9:
1631 10:
1632 11: uniform vec4 _va_[4];
1633 12:
1634 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
1635 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
1636 15:
1637 16: in vec4 in_Position;
1638 17: in vec2 in_TexCoord;
1639 18: in vec4 in_Normal;
1640 19: in vec4 in_Tangent;
1641 20: in vec4 in_Color;
1642 21:
1643 22: out vec4 gl_Position;
1644 23: out vec2 vofi_TexCoord0;
1645 24:
1646 25: void main() {
1647 26: gl_Position . x = dot4 ( in_Position , _va_[0 /* rpMVPmatrixX */] ) ;
1648 27: gl_Position . y = dot4 ( in_Position , _va_[1 /* rpMVPmatrixY */] ) ;
1649 28: gl_Position . z = dot4 ( in_Position , _va_[2 /* rpMVPmatrixZ */] ) ;
1650 29: gl_Position . w = dot4 ( in_Position , _va_[3 /* rpMVPmatrixW */] ) ;
1651 30: vofi_TexCoord0 = in_TexCoord ;
1652 31: }
1653-----------------
1654WARNING: 0:22: warning(#375) Redeclaration of built-in name: gl_Position
1655
1656While compiling vertex program renderprogs\stereoDeGhost.vertex
1657-----------------
1658 1: #version 400
1659 2: #define PC
1660 3:
1661 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
1662 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
1663 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
1664 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
1665 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
1666 9:
1667 10:
1668 11: uniform vec4 _va_[4];
1669 12:
1670 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
1671 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
1672 15:
1673 16: in vec4 in_Position;
1674 17: in vec2 in_TexCoord;
1675 18: in vec4 in_Normal;
1676 19: in vec4 in_Tangent;
1677 20: in vec4 in_Color;
1678 21:
1679 22: out vec4 gl_Position;
1680 23:
1681 24: void main() {
1682 25: gl_Position . x = dot4 ( in_Position , _va_[0 /* rpMVPmatrixX */] ) ;
1683 26: gl_Position . y = dot4 ( in_Position , _va_[1 /* rpMVPmatrixY */] ) ;
1684 27: gl_Position . z = dot4 ( in_Position , _va_[2 /* rpMVPmatrixZ */] ) ;
1685 28: gl_Position . w = dot4 ( in_Position , _va_[3 /* rpMVPmatrixW */] ) ;
1686 29: }
1687-----------------
1688WARNING: 0:22: warning(#375) Redeclaration of built-in name: gl_Position
1689
1690While compiling vertex program renderprogs\stereoWarp.vertex
1691-----------------
1692 1: #version 400
1693 2: #define PC
1694 3:
1695 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
1696 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
1697 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
1698 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
1699 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
1700 9:
1701 10:
1702 11: uniform vec4 _va_[4];
1703 12:
1704 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
1705 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
1706 15:
1707 16: in vec4 in_Position;
1708 17: in vec4 in_TexCoord;
1709 18:
1710 19: out vec4 gl_Position;
1711 20: out vec4 vofi_TexCoord0;
1712 21:
1713 22: void main() {
1714 23: gl_Position . x = dot4 ( in_Position , _va_[0 /* rpMVPmatrixX */] ) ;
1715 24: gl_Position . y = dot4 ( in_Position , _va_[1 /* rpMVPmatrixY */] ) ;
1716 25: gl_Position . z = dot4 ( in_Position , _va_[2 /* rpMVPmatrixZ */] ) ;
1717 26: gl_Position . w = dot4 ( in_Position , _va_[3 /* rpMVPmatrixW */] ) ;
1718 27: vofi_TexCoord0 = in_TexCoord ;
1719 28: }
1720-----------------
1721WARNING: 0:19: warning(#375) Redeclaration of built-in name: gl_Position
1722
1723While compiling vertex program renderprogs\zcullReconstruct.vertex
1724-----------------
1725 1: #version 400
1726 2: #define PC
1727 3:
1728 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
1729 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
1730 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
1731 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
1732 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
1733 9:
1734 10:
1735 11:
1736 12: in vec4 in_Position;
1737 13:
1738 14: out vec4 gl_Position;
1739 15:
1740 16: void main() {
1741 17: gl_Position = in_Position ;
1742 18: gl_Position . z = - 1.0 ;
1743 19: }
1744-----------------
1745WARNING: 0:14: warning(#375) Redeclaration of built-in name: gl_Position
1746
1747While compiling vertex program renderprogs\bink.vertex
1748-----------------
1749 1: #version 400
1750 2: #define PC
1751 3:
1752 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
1753 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
1754 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
1755 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
1756 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
1757 9:
1758 10:
1759 11: uniform vec4 _va_[4];
1760 12:
1761 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
1762 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
1763 15:
1764 16: in vec4 in_Position;
1765 17: in vec2 in_TexCoord;
1766 18: in vec4 in_Normal;
1767 19: in vec4 in_Tangent;
1768 20: in vec4 in_Color;
1769 21:
1770 22: out vec4 gl_Position;
1771 23: out vec2 vofi_TexCoord0;
1772 24:
1773 25: void main() {
1774 26: gl_Position . x = dot4 ( in_Position , _va_[0 /* rpMVPmatrixX */] ) ;
1775 27: gl_Position . y = dot4 ( in_Position , _va_[1 /* rpMVPmatrixY */] ) ;
1776 28: gl_Position . z = dot4 ( in_Position , _va_[2 /* rpMVPmatrixZ */] ) ;
1777 29: gl_Position . w = dot4 ( in_Position , _va_[3 /* rpMVPmatrixW */] ) ;
1778 30: vofi_TexCoord0 = in_TexCoord ;
1779 31: }
1780-----------------
1781WARNING: 0:22: warning(#375) Redeclaration of built-in name: gl_Position
1782
1783While compiling vertex program renderprogs\bink_gui.vertex
1784-----------------
1785 1: #version 400
1786 2: #define PC
1787 3:
1788 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
1789 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
1790 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
1791 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
1792 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
1793 9:
1794 10:
1795 11: uniform vec4 _va_[4];
1796 12:
1797 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
1798 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
1799 15: vec4 swizzleColor (vec4 c ) {return c ; }
1800 16:
1801 17: in vec4 in_Position;
1802 18: in vec2 in_TexCoord;
1803 19: in vec4 in_Normal;
1804 20: in vec4 in_Tangent;
1805 21: in vec4 in_Color;
1806 22: in vec4 in_Color2;
1807 23:
1808 24: out vec4 gl_Position;
1809 25: out vec2 vofi_TexCoord0;
1810 26: out vec4 vofi_TexCoord1;
1811 27: out vec4 gl_FrontColor;
1812 28:
1813 29: void main() {
1814 30: gl_Position . x = dot4 ( in_Position , _va_[0 /* rpMVPmatrixX */] ) ;
1815 31: gl_Position . y = dot4 ( in_Position , _va_[1 /* rpMVPmatrixY */] ) ;
1816 32: gl_Position . z = dot4 ( in_Position , _va_[2 /* rpMVPmatrixZ */] ) ;
1817 33: gl_Position . w = dot4 ( in_Position , _va_[3 /* rpMVPmatrixW */] ) ;
1818 34: vofi_TexCoord0 . xy = in_TexCoord . xy ;
1819 35: vofi_TexCoord1 = ( swizzleColor ( in_Color2 ) * 2 ) - 1 ;
1820 36: gl_FrontColor = swizzleColor ( in_Color ) ;
1821 37: }
1822-----------------
1823WARNING: 0:24: warning(#375) Redeclaration of built-in name: gl_Position
1824
1825While compiling vertex program renderprogs\stereoInterlace.vertex
1826-----------------
1827 1: #version 400
1828 2: #define PC
1829 3:
1830 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
1831 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
1832 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
1833 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
1834 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
1835 9:
1836 10:
1837 11: uniform vec4 _va_[4];
1838 12:
1839 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
1840 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
1841 15:
1842 16: in vec4 in_Position;
1843 17: in vec2 in_TexCoord;
1844 18:
1845 19: out vec4 gl_Position;
1846 20: out vec2 vofi_TexCoord0;
1847 21:
1848 22: void main() {
1849 23: gl_Position . x = dot4 ( in_Position , _va_[0 /* rpMVPmatrixX */] ) ;
1850 24: gl_Position . y = dot4 ( in_Position , _va_[1 /* rpMVPmatrixY */] ) ;
1851 25: gl_Position . z = dot4 ( in_Position , _va_[2 /* rpMVPmatrixZ */] ) ;
1852 26: gl_Position . w = dot4 ( in_Position , _va_[3 /* rpMVPmatrixW */] ) ;
1853 27: vofi_TexCoord0 = in_TexCoord ;
1854 28: }
1855-----------------
1856WARNING: 0:19: warning(#375) Redeclaration of built-in name: gl_Position
1857
1858While compiling vertex program renderprogs\motionBlur.vertex
1859-----------------
1860 1: #version 400
1861 2: #define PC
1862 3:
1863 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
1864 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
1865 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
1866 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
1867 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
1868 9:
1869 10:
1870 11:
1871 12: in vec4 in_Position;
1872 13: in vec2 in_TexCoord;
1873 14:
1874 15: out vec4 gl_Position;
1875 16: out vec2 vofi_TexCoord0;
1876 17:
1877 18: void main() {
1878 19: gl_Position = in_Position ;
1879 20: vofi_TexCoord0 = in_TexCoord ;
1880 21: }
1881-----------------
1882WARNING: 0:15: warning(#375) Redeclaration of built-in name: gl_Position
1883
1884While compiling vertex program renderprogs\testimage.vertex
1885-----------------
1886 1: #version 400
1887 2: #define PC
1888 3:
1889 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
1890 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
1891 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
1892 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
1893 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
1894 9:
1895 10:
1896 11: uniform vec4 _va_[4];
1897 12:
1898 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
1899 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
1900 15:
1901 16: in vec4 in_Position;
1902 17: in vec2 in_TexCoord;
1903 18: in vec4 in_Normal;
1904 19: in vec4 in_Tangent;
1905 20: in vec4 in_Color;
1906 21:
1907 22: out vec4 gl_Position;
1908 23: out vec2 vofi_TexCoord0;
1909 24:
1910 25: void main() {
1911 26: gl_Position . x = dot4 ( in_Position , _va_[0 /* rpMVPmatrixX */] ) ;
1912 27: gl_Position . y = dot4 ( in_Position , _va_[1 /* rpMVPmatrixY */] ) ;
1913 28: gl_Position . z = dot4 ( in_Position , _va_[2 /* rpMVPmatrixZ */] ) ;
1914 29: gl_Position . w = dot4 ( in_Position , _va_[3 /* rpMVPmatrixW */] ) ;
1915 30: vofi_TexCoord0 = in_TexCoord ;
1916 31: }
1917-----------------
1918WARNING: 0:22: warning(#375) Redeclaration of built-in name: gl_Position
1919
1920While compiling vertex program renderprogs\feedback.vertex
1921-----------------
1922 1: #version 400
1923 2: #define PC
1924 3:
1925 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
1926 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
1927 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
1928 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
1929 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
1930 9:
1931 10:
1932 11: uniform vec4 _va_[6];
1933 12:
1934 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
1935 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
1936 15:
1937 16: in vec4 in_Position;
1938 17: in vec2 in_TexCoord;
1939 18: in vec4 in_Normal;
1940 19: in vec4 in_Tangent;
1941 20: in vec4 in_Color;
1942 21:
1943 22: out vec4 gl_Position;
1944 23: out vec2 vofi_TexCoord0;
1945 24:
1946 25: void main() {
1947 26: gl_Position . x = dot4 ( in_Position , _va_[2 /* rpMVPmatrixX */] ) ;
1948 27: gl_Position . y = dot4 ( in_Position , _va_[3 /* rpMVPmatrixY */] ) ;
1949 28: gl_Position . z = dot4 ( in_Position , _va_[4 /* rpMVPmatrixZ */] ) ;
1950 29: gl_Position . w = dot4 ( in_Position , _va_[5 /* rpMVPmatrixW */] ) ;
1951 30: vofi_TexCoord0 . x = dot4 ( in_TexCoord . xy , _va_[0 /* rpDiffuseMatrixS */] ) ;
1952 31: vofi_TexCoord0 . y = dot4 ( in_TexCoord . xy , _va_[1 /* rpDiffuseMatrixT */] ) ;
1953 32: }
1954-----------------
1955WARNING: 0:22: warning(#375) Redeclaration of built-in name: gl_Position
1956
1957While compiling vertex program renderprogs\shadow_dualp.vertex
1958-----------------
1959 1: #version 400
1960 2: #define PC
1961 3:
1962 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
1963 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
1964 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
1965 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
1966 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
1967 9:
1968 10:
1969 11: uniform vec4 _va_[5];
1970 12:
1971 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
1972 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
1973 15:
1974 16: in vec4 in_Position;
1975 17:
1976 18: out vec4 gl_Position;
1977 19: out vec2 vofi_TexCoord0;
1978 20:
1979 21: void main() {
1980 22: vec4 shadowVert ;
1981 23: float g_fNear = _va_[4 /* rpShadowMapInfo */] . y ;
1982 24: float g_fFar = _va_[4 /* rpShadowMapInfo */] . z ;
1983 25: vec4 vertXyz = vec4 ( in_Position . xyz , 1.0 ) ;
1984 26: shadowVert. x = dot4 ( vertXyz , _va_[0 /* rpMVPmatrixX */] ) ;
1985 27: shadowVert. y = dot4 ( vertXyz , _va_[1 /* rpMVPmatrixY */] ) ;
1986 28: shadowVert. z = dot4 ( vertXyz , _va_[2 /* rpMVPmatrixZ */] ) ;
1987 29: shadowVert. w = dot4 ( vertXyz , _va_[3 /* rpMVPmatrixW */] ) ;
1988 30: shadowVert /= shadowVert. w ;
1989 31: shadowVert. z *= _va_[4 /* rpShadowMapInfo */] . x ;
1990 32: float fLength = length ( shadowVert. xyz ) ;
1991 33: shadowVert /= fLength ;
1992 34: vofi_TexCoord0 . x = shadowVert. z ;
1993 35: shadowVert. x /= shadowVert. z + 1.0 ;
1994 36: shadowVert. y /= shadowVert. z + 1.0 ;
1995 37: shadowVert. z = ( fLength - g_fNear ) / ( g_fFar - g_fNear ) ;
1996 38: shadowVert. w = 1.0 ;
1997 39: vofi_TexCoord0 . y = shadowVert. z ;
1998 40: gl_Position = shadowVert ;
1999 41: }
2000-----------------
2001WARNING: 0:18: warning(#375) Redeclaration of built-in name: gl_Position
2002
2003While compiling vertex program renderprogs\shadow.vertex
2004-----------------
2005 1: #version 400
2006 2: #define PC
2007 3:
2008 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
2009 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
2010 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
2011 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
2012 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
2013 9:
2014 10:
2015 11: uniform vec4 _va_[5];
2016 12:
2017 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
2018 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
2019 15:
2020 16: in vec4 in_Position;
2021 17:
2022 18: out vec4 gl_Position;
2023 19:
2024 20: void main() {
2025 21: vec4 vPos = in_Position - _va_[0 /* rpLocalLightOrigin */] ;
2026 22: vPos = ( vPos. wwww * _va_[0 /* rpLocalLightOrigin */] ) + vPos ;
2027 23: gl_Position . x = dot4 ( vPos , _va_[1 /* rpMVPmatrixX */] ) ;
2028 24: gl_Position . y = dot4 ( vPos , _va_[2 /* rpMVPmatrixY */] ) ;
2029 25: gl_Position . z = dot4 ( vPos , _va_[3 /* rpMVPmatrixZ */] ) ;
2030 26: gl_Position . w = dot4 ( vPos , _va_[4 /* rpMVPmatrixW */] ) ;
2031 27: }
2032-----------------
2033WARNING: 0:18: warning(#375) Redeclaration of built-in name: gl_Position
2034
2035While compiling vertex program renderprogs\shadow_skinned.vertex
2036-----------------
2037 1: #version 400
2038 2: #define PC
2039 3:
2040 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
2041 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
2042 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
2043 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
2044 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
2045 9:
2046 10:
2047 11: uniform vec4 _va_[5];
2048 12:
2049 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
2050 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
2051 15: uniform matrices_ubo {vec4 matrices [ 408 ] ; } ;
2052 16:
2053 17: in vec4 in_Position;
2054 18: in vec4 in_Color;
2055 19: in vec4 in_Color2;
2056 20:
2057 21: out vec4 gl_Position;
2058 22:
2059 23: void main() {
2060 24: float w0 = in_Color2 . x ;
2061 25: float w1 = in_Color2 . y ;
2062 26: float w2 = in_Color2 . z ;
2063 27: float w3 = in_Color2 . w ;
2064 28: vec4 matX , matY , matZ ;
2065 29: float joint = in_Color . x * 255.1 * 3 ;
2066 30: matX = matrices [ int ( joint + 0 ) ] * w0 ;
2067 31: matY = matrices [ int ( joint + 1 ) ] * w0 ;
2068 32: matZ = matrices [ int ( joint + 2 ) ] * w0 ;
2069 33: joint = in_Color . y * 255.1 * 3 ;
2070 34: matX += matrices [ int ( joint + 0 ) ] * w1 ;
2071 35: matY += matrices [ int ( joint + 1 ) ] * w1 ;
2072 36: matZ += matrices [ int ( joint + 2 ) ] * w1 ;
2073 37: joint = in_Color . z * 255.1 * 3 ;
2074 38: matX += matrices [ int ( joint + 0 ) ] * w2 ;
2075 39: matY += matrices [ int ( joint + 1 ) ] * w2 ;
2076 40: matZ += matrices [ int ( joint + 2 ) ] * w2 ;
2077 41: joint = in_Color . w * 255.1 * 3 ;
2078 42: matX += matrices [ int ( joint + 0 ) ] * w3 ;
2079 43: matY += matrices [ int ( joint + 1 ) ] * w3 ;
2080 44: matZ += matrices [ int ( joint + 2 ) ] * w3 ;
2081 45: vec4 vertexPosition = in_Position ;
2082 46: vertexPosition. w = 1.0 ;
2083 47: vec4 modelPosition ;
2084 48: modelPosition. x = dot4 ( matX , vertexPosition ) ;
2085 49: modelPosition. y = dot4 ( matY , vertexPosition ) ;
2086 50: modelPosition. z = dot4 ( matZ , vertexPosition ) ;
2087 51: modelPosition. w = in_Position . w ;
2088 52: vec4 vPos = modelPosition - _va_[0 /* rpLocalLightOrigin */] ;
2089 53: vPos = ( vPos. wwww * _va_[0 /* rpLocalLightOrigin */] ) + vPos ;
2090 54: gl_Position . x = dot4 ( vPos , _va_[1 /* rpMVPmatrixX */] ) ;
2091 55: gl_Position . y = dot4 ( vPos , _va_[2 /* rpMVPmatrixY */] ) ;
2092 56: gl_Position . z = dot4 ( vPos , _va_[3 /* rpMVPmatrixZ */] ) ;
2093 57: gl_Position . w = dot4 ( vPos , _va_[4 /* rpMVPmatrixW */] ) ;
2094 58: }
2095-----------------
2096WARNING: 0:21: warning(#375) Redeclaration of built-in name: gl_Position
2097
2098---------- R_ARB2_Init ----------
2099Available.
2100---------------------------------
2101----- R_ReloadARBPrograms -----
2102glprogs/bumpyEnvironment.vfp
2103glprogs/bumpyEnvironment.vfp
2104glprogs/environment.vfp
2105glprogs/environment.vfp
2106glprogs/arbVP_glasswarp.txt: File not found
2107glprogs/arbFP_glasswarp.txt: File not found
2108-------------------------------
2109using ARB_vertex_buffer_object memory
2110using ARB2 renderSystem
2111WARNING: Couldn't load image: textures/loadingicon2 : textures/loadingicon2
2112WARNING: Couldn't load image: textures/loadingicon3 : textures/loadingicon3
2113--------- VirtualVirtualSystem_Init ---------
2114Virtual texture system is non production mode.
2115Virtual texture file found...
2116Loaded 1691 virtual textures
2117game using MMX & SSE & SSE2 & SSE3 for SIMD processing
2118enabled Flush-To-Zero mode
2119enabled Denormals-Are-Zero mode
2120--------- Initializing Game ----------
2121gamename: baseDOOM-1
2122gamedate: Oct 12 2019
2123Initializing event system
2124...446 event definitions
2125Initializing class hierarchy
2126...153 classes, 178400 bytes for event callbacks
2127Initializing scripts
2128Compiled 'C:\Games\DOOM\base\pak000.pk4/script/ai_monster_base.script': 477.0 ms
2129---------- Compile stats ----------
2130
2131Memory usage:
2132 Strings: 66, 8272 bytes
2133 Statements: 64244, 1284880 bytes
2134 Functions: 1977, 236304 bytes
2135 Variables: 140652 bytes
2136 Mem used: 2343960 bytes
2137 Static data: 2277552 bytes
2138 Allocated: 3218168 bytes
2139 Thread size: 7068 bytes
2140
2141...6 aas types
2142game initialized.
2143--------------------------------------
2144-------- Initializing Session --------
2145WARNING: idChoiceWindow::InitVars: gui 'guis/mainmenu.gui' window 'OS6Primary' references undefined cvar 's_numberOfSpeakers'
2146WARNING: idChoiceWindow::InitVars: gui 'guis/mainmenu.gui' window 'EAXPrimary' references undefined cvar 's_useEAXReverb'
2147WARNING: idChoiceWindow::InitVars: gui 'guis/mainmenu.gui' window 'OS7Primary' references undefined cvar 's_reverse'
2148WARNING: idChoiceWindow::InitVars: gui 'guis/mainmenu.gui' window 'SNDBPrimary' references undefined cvar 's_driver'
2149WARNING: idChoiceWindow::InitVars: gui 'guis/mainmenu.gui' window 'ADV7Primary' references undefined cvar 'r_multisamples'
2150session initialized
2151--------------------------------------
2152--- Common Initialization Complete ---
2153------------- Warnings ---------------
2154during Darklight initialization...
2155WARNING: Couldn't load image: textures/loadingicon2 : textures/loadingicon2
2156WARNING: Couldn't load image: textures/loadingicon3 : textures/loadingicon3
2157WARNING: file materials/base_light2.mtr, line 14: material 'textures/base_light/striplight3' previously defined at materials/base_light.mtr:81
2158WARNING: idChoiceWindow::InitVars: gui 'guis/mainmenu.gui' window 'ADV7Primary' references undefined cvar 'r_multisamples'
2159WARNING: idChoiceWindow::InitVars: gui 'guis/mainmenu.gui' window 'EAXPrimary' references undefined cvar 's_useEAXReverb'
2160WARNING: idChoiceWindow::InitVars: gui 'guis/mainmenu.gui' window 'OS6Primary' references undefined cvar 's_numberOfSpeakers'
2161WARNING: idChoiceWindow::InitVars: gui 'guis/mainmenu.gui' window 'OS7Primary' references undefined cvar 's_reverse'
2162WARNING: idChoiceWindow::InitVars: gui 'guis/mainmenu.gui' window 'SNDBPrimary' references undefined cvar 's_driver'
21638 warnings
2164--------- Game Map Shutdown ----------
2165--------------------------------------
2166WARNING: Non-portable: path contains uppercase characters: dkbase/C:\Games\DOOM\base\pak007.pk4/guis/guis/test
2167WARNING: Non-portable: path contains uppercase characters: base/C:\Games\DOOM\base\pak007.pk4/guis/guis/test
2168WARNING: Non-portable: path contains uppercase characters: dkbase/C:\Games\DOOM\base\pak007.pk4/guis/guis/test
2169WARNING: Non-portable: path contains uppercase characters: base/C:\Games\DOOM\base\pak007.pk4/guis/guis/test
2170WARNING: idChoiceWindow::InitVars: gui 'guis/mainmenu.gui' window 'OS6Primary' references undefined cvar 's_numberOfSpeakers'
2171WARNING: idChoiceWindow::InitVars: gui 'guis/mainmenu.gui' window 'EAXPrimary' references undefined cvar 's_useEAXReverb'
2172WARNING: idChoiceWindow::InitVars: gui 'guis/mainmenu.gui' window 'OS7Primary' references undefined cvar 's_reverse'
2173WARNING: idChoiceWindow::InitVars: gui 'guis/mainmenu.gui' window 'SNDBPrimary' references undefined cvar 's_driver'
2174WARNING: idChoiceWindow::InitVars: gui 'guis/mainmenu.gui' window 'ADV7Primary' references undefined cvar 'r_multisamples'
2175reloading guis/mainmenu.gui.
2176reloading guis/restart.gui.
2177reloading guis/gameover.gui.
2178reloading guis/msg.gui.
2179reloading guis/takeNotes.gui.
2180reloading guis/intro.gui.
2181--------- Map Initialization ---------
2182idSession: 2 empty frame draws
2183Map: game/mars_city2
2184idRenderWorldLocal::InitFromMap: World file is in legacy format
2185Opening generated/image_programs/textures/base_trim/strim_bump.tga.
2186Couldn't open generated/image_programs/textures/base_trim/strim_bump.tga
2187WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/base_trim/strim_bump.tga
2188While compiling vertex program renderprogs\heatHazeWithMaskAndVertex.vertex
2189-----------------
2190 1: #version 400
2191 2: #define PC
2192 3:
2193 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
2194 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
2195 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
2196 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
2197 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
2198 9:
2199 10:
2200 11: uniform vec4 _va_[10];
2201 12:
2202 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
2203 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
2204 15: vec4 swizzleColor (vec4 c ) {return c ; }
2205 16: uniform matrices_ubo {vec4 matrices [ 408 ] ; } ;
2206 17:
2207 18: in vec4 in_Position;
2208 19: in vec2 in_TexCoord;
2209 20: in vec4 in_Normal;
2210 21: in vec4 in_Tangent;
2211 22: in vec4 in_Color;
2212 23: in vec4 in_Color2;
2213 24:
2214 25: out vec4 gl_Position;
2215 26: out vec4 vofi_TexCoord0;
2216 27: out vec4 vofi_TexCoord1;
2217 28: out vec4 vofi_TexCoord2;
2218 29: out vec4 gl_FrontColor;
2219 30:
2220 31: void main() {
2221 32: vec4 modelPosition = in_Position ; if ( _va_[7 /* rpEnableSkinning */] . x > 0.0 ) {
2222 33: float w0 = in_Color2 . x ;
2223 34: float w1 = in_Color2 . y ;
2224 35: float w2 = in_Color2 . z ;
2225 36: float w3 = in_Color2 . w ;
2226 37: vec4 matX , matY , matZ ;
2227 38: float joint = in_Color . x * 255.1 * 3 ;
2228 39: matX = matrices [ int ( joint + 0 ) ] * w0 ;
2229 40: matY = matrices [ int ( joint + 1 ) ] * w0 ;
2230 41: matZ = matrices [ int ( joint + 2 ) ] * w0 ;
2231 42: joint = in_Color . y * 255.1 * 3 ;
2232 43: matX += matrices [ int ( joint + 0 ) ] * w1 ;
2233 44: matY += matrices [ int ( joint + 1 ) ] * w1 ;
2234 45: matZ += matrices [ int ( joint + 2 ) ] * w1 ;
2235 46: joint = in_Color . z * 255.1 * 3 ;
2236 47: matX += matrices [ int ( joint + 0 ) ] * w2 ;
2237 48: matY += matrices [ int ( joint + 1 ) ] * w2 ;
2238 49: matZ += matrices [ int ( joint + 2 ) ] * w2 ;
2239 50: joint = in_Color . w * 255.1 * 3 ;
2240 51: matX += matrices [ int ( joint + 0 ) ] * w3 ;
2241 52: matY += matrices [ int ( joint + 1 ) ] * w3 ;
2242 53: matZ += matrices [ int ( joint + 2 ) ] * w3 ;
2243 54: modelPosition. x = dot4 ( matX , in_Position ) ;
2244 55: modelPosition. y = dot4 ( matY , in_Position ) ;
2245 56: modelPosition. z = dot4 ( matZ , in_Position ) ;
2246 57: modelPosition. w = 1.0 ;
2247 58: }
2248 59: gl_Position . x = dot4 ( modelPosition , _va_[0 /* rpMVPmatrixX */] ) ;
2249 60: gl_Position . y = dot4 ( modelPosition , _va_[1 /* rpMVPmatrixY */] ) ;
2250 61: gl_Position . z = dot4 ( modelPosition , _va_[2 /* rpMVPmatrixZ */] ) ;
2251 62: gl_Position . w = dot4 ( modelPosition , _va_[3 /* rpMVPmatrixW */] ) ;
2252 63: vofi_TexCoord0 = vec4 ( in_TexCoord , 0 , 0 ) ;
2253 64: vec4 textureScroll = _va_[8 /* rpUser0 */] ;
2254 65: vofi_TexCoord1 = vec4 ( in_TexCoord , 0 , 0 ) + textureScroll ;
2255 66: vec4 vec = vec4 ( 0 , 1 , 0 , 1 ) ;
2256 67: vec. z = dot4 ( modelPosition , _va_[6 /* rpModelViewMatrixZ */] ) ;
2257 68: float magicProjectionAdjust = 0.43 ;
2258 69: float x = dot4 ( vec , _va_[4 /* rpProjectionMatrixY */] ) * magicProjectionAdjust ;
2259 70: float w = dot4 ( vec , _va_[5 /* rpProjectionMatrixW */] ) ;
2260 71: w = max ( w , 1.0 ) ;
2261 72: x /= w ;
2262 73: x = min ( x , 0.02 ) ;
2263 74: vec4 deformMagnitude = _va_[9 /* rpUser1 */] ;
2264 75: vofi_TexCoord2 = x * deformMagnitude ;
2265 76: gl_FrontColor = swizzleColor ( in_Color ) ;
2266 77: }
2267-----------------
2268WARNING: 0:25: warning(#375) Redeclaration of built-in name: gl_Position
2269
2270Opening generated/image_programs/textures/decals/military_logo_bump.tga.
2271Couldn't open generated/image_programs/textures/decals/military_logo_bump.tga
2272WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/decals/military_logo_bump.tga
2273While compiling vertex program renderprogs\heatHazeWithMask.vertex
2274-----------------
2275 1: #version 400
2276 2: #define PC
2277 3:
2278 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
2279 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
2280 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
2281 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
2282 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
2283 9:
2284 10:
2285 11: uniform vec4 _va_[10];
2286 12:
2287 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
2288 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
2289 15: uniform matrices_ubo {vec4 matrices [ 408 ] ; } ;
2290 16:
2291 17: in vec4 in_Position;
2292 18: in vec2 in_TexCoord;
2293 19: in vec4 in_Normal;
2294 20: in vec4 in_Tangent;
2295 21: in vec4 in_Color;
2296 22: in vec4 in_Color2;
2297 23:
2298 24: out vec4 gl_Position;
2299 25: out vec4 vofi_TexCoord0;
2300 26: out vec4 vofi_TexCoord1;
2301 27: out vec4 vofi_TexCoord2;
2302 28:
2303 29: void main() {
2304 30: vec4 modelPosition = in_Position ; if ( _va_[7 /* rpEnableSkinning */] . x > 0.0 ) {
2305 31: float w0 = in_Color2 . x ;
2306 32: float w1 = in_Color2 . y ;
2307 33: float w2 = in_Color2 . z ;
2308 34: float w3 = in_Color2 . w ;
2309 35: vec4 matX , matY , matZ ;
2310 36: float joint = in_Color . x * 255.1 * 3 ;
2311 37: matX = matrices [ int ( joint + 0 ) ] * w0 ;
2312 38: matY = matrices [ int ( joint + 1 ) ] * w0 ;
2313 39: matZ = matrices [ int ( joint + 2 ) ] * w0 ;
2314 40: joint = in_Color . y * 255.1 * 3 ;
2315 41: matX += matrices [ int ( joint + 0 ) ] * w1 ;
2316 42: matY += matrices [ int ( joint + 1 ) ] * w1 ;
2317 43: matZ += matrices [ int ( joint + 2 ) ] * w1 ;
2318 44: joint = in_Color . z * 255.1 * 3 ;
2319 45: matX += matrices [ int ( joint + 0 ) ] * w2 ;
2320 46: matY += matrices [ int ( joint + 1 ) ] * w2 ;
2321 47: matZ += matrices [ int ( joint + 2 ) ] * w2 ;
2322 48: joint = in_Color . w * 255.1 * 3 ;
2323 49: matX += matrices [ int ( joint + 0 ) ] * w3 ;
2324 50: matY += matrices [ int ( joint + 1 ) ] * w3 ;
2325 51: matZ += matrices [ int ( joint + 2 ) ] * w3 ;
2326 52: modelPosition. x = dot4 ( matX , in_Position ) ;
2327 53: modelPosition. y = dot4 ( matY , in_Position ) ;
2328 54: modelPosition. z = dot4 ( matZ , in_Position ) ;
2329 55: modelPosition. w = 1.0 ;
2330 56: }
2331 57: gl_Position . x = dot4 ( modelPosition , _va_[0 /* rpMVPmatrixX */] ) ;
2332 58: gl_Position . y = dot4 ( modelPosition , _va_[1 /* rpMVPmatrixY */] ) ;
2333 59: gl_Position . z = dot4 ( modelPosition , _va_[2 /* rpMVPmatrixZ */] ) ;
2334 60: gl_Position . w = dot4 ( modelPosition , _va_[3 /* rpMVPmatrixW */] ) ;
2335 61: vofi_TexCoord0 = vec4 ( in_TexCoord . xy , 0 , 0 ) ;
2336 62: vec4 textureScroll = _va_[8 /* rpUser0 */] ;
2337 63: vofi_TexCoord1 = vec4 ( in_TexCoord . xy , 0 , 0 ) + textureScroll ;
2338 64: vec4 vec = vec4 ( 0 , 1 , 0 , 1 ) ;
2339 65: vec. z = dot4 ( modelPosition , _va_[6 /* rpModelViewMatrixZ */] ) ;
2340 66: float magicProjectionAdjust = 0.43 ;
2341 67: float x = dot4 ( vec , _va_[4 /* rpProjectionMatrixY */] ) * magicProjectionAdjust ;
2342 68: float w = dot4 ( vec , _va_[5 /* rpProjectionMatrixW */] ) ;
2343 69: w = max ( w , 1.0 ) ;
2344 70: x /= w ;
2345 71: x = min ( x , 0.02 ) ;
2346 72: vec4 deformMagnitude = _va_[9 /* rpUser1 */] ;
2347 73: vofi_TexCoord2 = x * deformMagnitude ;
2348 74: }
2349-----------------
2350WARNING: 0:24: warning(#375) Redeclaration of built-in name: gl_Position
2351
2352While compiling vertex program renderprogs\heatHaze.vertex
2353-----------------
2354 1: #version 400
2355 2: #define PC
2356 3:
2357 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
2358 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
2359 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
2360 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
2361 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
2362 9:
2363 10:
2364 11: uniform vec4 _va_[10];
2365 12:
2366 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
2367 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
2368 15: uniform matrices_ubo {vec4 matrices [ 408 ] ; } ;
2369 16:
2370 17: in vec4 in_Position;
2371 18: in vec2 in_TexCoord;
2372 19: in vec4 in_Normal;
2373 20: in vec4 in_Tangent;
2374 21: in vec4 in_Color;
2375 22: in vec4 in_Color2;
2376 23:
2377 24: out vec4 gl_Position;
2378 25: out vec4 vofi_TexCoord0;
2379 26: out vec4 vofi_TexCoord1;
2380 27:
2381 28: void main() {
2382 29: vec4 modelPosition = in_Position ; if ( _va_[7 /* rpEnableSkinning */] . x > 0.0 ) {
2383 30: float w0 = in_Color2 . x ;
2384 31: float w1 = in_Color2 . y ;
2385 32: float w2 = in_Color2 . z ;
2386 33: float w3 = in_Color2 . w ;
2387 34: vec4 matX , matY , matZ ;
2388 35: float joint = in_Color . x * 255.1 * 3 ;
2389 36: matX = matrices [ int ( joint + 0 ) ] * w0 ;
2390 37: matY = matrices [ int ( joint + 1 ) ] * w0 ;
2391 38: matZ = matrices [ int ( joint + 2 ) ] * w0 ;
2392 39: joint = in_Color . y * 255.1 * 3 ;
2393 40: matX += matrices [ int ( joint + 0 ) ] * w1 ;
2394 41: matY += matrices [ int ( joint + 1 ) ] * w1 ;
2395 42: matZ += matrices [ int ( joint + 2 ) ] * w1 ;
2396 43: joint = in_Color . z * 255.1 * 3 ;
2397 44: matX += matrices [ int ( joint + 0 ) ] * w2 ;
2398 45: matY += matrices [ int ( joint + 1 ) ] * w2 ;
2399 46: matZ += matrices [ int ( joint + 2 ) ] * w2 ;
2400 47: joint = in_Color . w * 255.1 * 3 ;
2401 48: matX += matrices [ int ( joint + 0 ) ] * w3 ;
2402 49: matY += matrices [ int ( joint + 1 ) ] * w3 ;
2403 50: matZ += matrices [ int ( joint + 2 ) ] * w3 ;
2404 51: modelPosition. x = dot4 ( matX , in_Position ) ;
2405 52: modelPosition. y = dot4 ( matY , in_Position ) ;
2406 53: modelPosition. z = dot4 ( matZ , in_Position ) ;
2407 54: modelPosition. w = 1.0 ;
2408 55: }
2409 56: gl_Position . x = dot4 ( modelPosition , _va_[0 /* rpMVPmatrixX */] ) ;
2410 57: gl_Position . y = dot4 ( modelPosition , _va_[1 /* rpMVPmatrixY */] ) ;
2411 58: gl_Position . z = dot4 ( modelPosition , _va_[2 /* rpMVPmatrixZ */] ) ;
2412 59: gl_Position . w = dot4 ( modelPosition , _va_[3 /* rpMVPmatrixW */] ) ;
2413 60: vec4 textureScroll = _va_[8 /* rpUser0 */] ;
2414 61: vofi_TexCoord0 = vec4 ( in_TexCoord . xy , 0 , 0 ) + textureScroll ;
2415 62: vec4 vec = vec4 ( 0 , 1 , 0 , 1 ) ;
2416 63: vec. z = dot4 ( modelPosition , _va_[6 /* rpModelViewMatrixZ */] ) ;
2417 64: float magicProjectionAdjust = 0.43 ;
2418 65: float x = dot4 ( vec , _va_[4 /* rpProjectionMatrixY */] ) * magicProjectionAdjust ;
2419 66: float w = dot4 ( vec , _va_[5 /* rpProjectionMatrixW */] ) ;
2420 67: w = max ( w , 1.0 ) ;
2421 68: x /= w ;
2422 69: x = min ( x , 0.02 ) ;
2423 70: vec4 deformMagnitude = _va_[9 /* rpUser1 */] ;
2424 71: vofi_TexCoord1 = x * deformMagnitude ;
2425 72: }
2426-----------------
2427WARNING: 0:24: warning(#375) Redeclaration of built-in name: gl_Position
2428
2429Opening generated/image_programs/textures/object/magpage5_bump.tga.
2430Couldn't open generated/image_programs/textures/object/magpage5_bump.tga
2431WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/object/magpage5_bump.tga
2432Opening generated/image_programs/textures/object/magpage1_bump.tga.
2433Couldn't open generated/image_programs/textures/object/magpage1_bump.tga
2434WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/object/magpage1_bump.tga
2435Opening generated/image_programs/textures/object/magpage2_bump.tga.
2436Couldn't open generated/image_programs/textures/object/magpage2_bump.tga
2437WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/object/magpage2_bump.tga
2438Opening generated/image_programs/textures/object/magpage4_bump.tga.
2439Couldn't open generated/image_programs/textures/object/magpage4_bump.tga
2440WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/object/magpage4_bump.tga
2441Opening generated/image_programs/textures/sfx/chiglass1blue_bump.tga.
2442Couldn't open generated/image_programs/textures/sfx/chiglass1blue_bump.tga
2443WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/sfx/chiglass1blue_bump.tga
2444Opening generated/image_programs/textures/decals/alphabet4_bump.tga.
2445Couldn't open generated/image_programs/textures/decals/alphabet4_bump.tga
2446WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/decals/alphabet4_bump.tga
2447Opening generated/image_programs/textures/mcity/stecolumn1a_bump.tga.
2448Couldn't open generated/image_programs/textures/mcity/stecolumn1a_bump.tga
2449WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/mcity/stecolumn1a_bump.tga
2450Opening textures/mcity/stecolumn1a_s.tga.
2451Couldn't open textures/mcity/stecolumn1a_s.tga
2452WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image textures/mcity/stecolumn1a_s
2453Opening textures/mcity/mcityc16_s.tga.
2454Couldn't open textures/mcity/mcityc16_s.tga
2455WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image textures/mcity/mcityc16_s
2456Opening generated/image_programs/textures/decals/sentry_spot_bump.tga.
2457Couldn't open generated/image_programs/textures/decals/sentry_spot_bump.tga
2458WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/decals/sentry_spot_bump.tga
2459Opening generated/image_programs/textures/decals/mixom1_bump.tga.
2460Couldn't open generated/image_programs/textures/decals/mixom1_bump.tga
2461WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/decals/mixom1_bump.tga
2462Opening generated/image_programs/textures/mcity/minwall2_bump.tga.
2463Couldn't open generated/image_programs/textures/mcity/minwall2_bump.tga
2464WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/mcity/minwall2_bump.tga
2465Opening textures/mcity/mcityc13_s.tga.
2466Couldn't open textures/mcity/mcityc13_s.tga
2467WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image textures/mcity/mcityc13_s
2468Opening textures/mcity/mcityc12_s.tga.
2469Couldn't open textures/mcity/mcityc12_s.tga
2470WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image textures/mcity/mcityc12_s
2471Opening generated/image_programs/textures/base_trim/bluetex4r_danger_d_bump.tga.
2472Couldn't open generated/image_programs/textures/base_trim/bluetex4r_danger_d_bump.tga
2473WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/base_trim/bluetex4r_danger_d_bump.tga
2474Opening textures/mcity/mcityc6_s.tga.
2475Couldn't open textures/mcity/mcityc6_s.tga
2476WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image textures/mcity/mcityc6_s
2477Opening textures/mcity/mcityc3_s.tga.
2478Couldn't open textures/mcity/mcityc3_s.tga
2479WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image textures/mcity/mcityc3_s
2480Opening generated/image_programs/textures/mcity/stecolumn2_bump.tga.
2481Couldn't open generated/image_programs/textures/mcity/stecolumn2_bump.tga
2482WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/mcity/stecolumn2_bump.tga
2483Opening generated/image_programs/textures/mcity/stecolumn1_bump.tga.
2484Couldn't open generated/image_programs/textures/mcity/stecolumn1_bump.tga
2485WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/mcity/stecolumn1_bump.tga
2486Opening textures/mcity/stecolumn1_s.tga.
2487Couldn't open textures/mcity/stecolumn1_s.tga
2488WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image textures/mcity/stecolumn1_s
2489Opening textures/mcity/mcityc26_s.tga.
2490Couldn't open textures/mcity/mcityc26_s.tga
2491WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image textures/mcity/mcityc26_s
2492Opening generated/image_programs/textures/mcity/minwall1_bump.tga.
2493Couldn't open generated/image_programs/textures/mcity/minwall1_bump.tga
2494WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/mcity/minwall1_bump.tga
2495Opening textures/mcity/mcityc11_s.tga.
2496Couldn't open textures/mcity/mcityc11_s.tga
2497WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image textures/mcity/mcityc11_s
2498Opening generated/image_programs/textures/object/calendar1_bump.tga.
2499Couldn't open generated/image_programs/textures/object/calendar1_bump.tga
2500WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/object/calendar1_bump.tga
2501Opening generated/image_programs/textures/mcity/stelabwafer1_bump.tga.
2502Couldn't open generated/image_programs/textures/mcity/stelabwafer1_bump.tga
2503WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/mcity/stelabwafer1_bump.tga
2504Opening generated/image_programs/textures/mcity/minwall4_bump.tga.
2505Couldn't open generated/image_programs/textures/mcity/minwall4_bump.tga
2506WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/mcity/minwall4_bump.tga
2507Opening generated/image_programs/textures/mcity/stelabwafer3_bump.tga.
2508Couldn't open generated/image_programs/textures/mcity/stelabwafer3_bump.tga
2509WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/mcity/stelabwafer3_bump.tga
2510Opening generated/image_programs/textures/mcity/stelabwafer2_bump.tga.
2511Couldn't open generated/image_programs/textures/mcity/stelabwafer2_bump.tga
2512WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/mcity/stelabwafer2_bump.tga
2513Opening generated/image_programs/textures/base_trim/tabletop_bump.tga.
2514Couldn't open generated/image_programs/textures/base_trim/tabletop_bump.tga
2515WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/base_trim/tabletop_bump.tga
2516Opening textures/mcity/steribwall1_s.tga.
2517Couldn't open textures/mcity/steribwall1_s.tga
2518WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image textures/mcity/steribwall1_s
2519Opening generated/image_programs/textures/object/cabinettop_org01_d_bump.tga.
2520Couldn't open generated/image_programs/textures/object/cabinettop_org01_d_bump.tga
2521WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/object/cabinettop_org01_d_bump.tga
2522Opening generated/image_programs/textures/object/post_it2_bump.tga.
2523Couldn't open generated/image_programs/textures/object/post_it2_bump.tga
2524WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/object/post_it2_bump.tga
2525Opening generated/image_programs/textures/object/post_it4_bump.tga.
2526Couldn't open generated/image_programs/textures/object/post_it4_bump.tga
2527WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/object/post_it4_bump.tga
2528Opening generated/image_programs/textures/base_trim/red1_bump.tga.
2529Couldn't open generated/image_programs/textures/base_trim/red1_bump.tga
2530WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/base_trim/red1_bump.tga
2531Opening generated/image_programs/textures/decals/ind_logo1_bump.tga.
2532Couldn't open generated/image_programs/textures/decals/ind_logo1_bump.tga
2533WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/decals/ind_logo1_bump.tga
2534----------- Game Map Init ------------
2535collision data:
2536 570 models
2537 55961 vertices (1311 KB)
2538100775 edges (3542 KB)
2539 43300 polygons (3041 KB)
2540 5540 brushes (757 KB)
2541 14460 nodes (395 KB)
2542 71820 polygon refs (561 KB)
2543 18245 brush refs (142 KB)
2544 32169 internal edges
2545 1903 sharp edges
2546 0 contained polygons removed
2547 0 polygons merged
2548 9751 KB total memory used
2549256 msec to load collision data.
2550map bounds are (6860.0, 4480.0, 1136.0)
2551max clip sector is (214.4, 280.0, 142.0)
2552 11 KB passage memory used to build PVS
2553 3 msec to calculate PVS
2554 104 areas
2555 244 portals
2556 11 areas visible on average
2557 1 KB PVS data
2558[Load AAS]
2559loading maps/game/mars_city2.aas48
2560done.
2561[Load AAS]
2562loading maps/game/mars_city2.aas96
2563WARNING: Couldn't load AAS file: 'maps/game/mars_city2.aas96'
2564[Load AAS]
2565loading maps/game/mars_city2.aas_guardian
2566WARNING: Couldn't load AAS file: 'maps/game/mars_city2.aas_guardian'
2567[Load AAS]
2568loading maps/game/mars_city2.aas_mancubus
2569WARNING: Couldn't load AAS file: 'maps/game/mars_city2.aas_mancubus'
2570[Load AAS]
2571loading maps/game/mars_city2.aas_sabaoth
2572WARNING: Couldn't load AAS file: 'maps/game/mars_city2.aas_sabaoth'
2573[Load AAS]
2574loading maps/game/mars_city2.aas_cyberdemon
2575WARNING: Couldn't load AAS file: 'maps/game/mars_city2.aas_cyberdemon'
2576Entering doom_main()
2577Exiting doom_main()
2578Spawning entities
2579WARNING: 0 duplicated edge directions, 2 tripled edges
2580Opening generated/image_programs/models/particles/shrapnel/shrapnel_bump.tga.
2581Couldn't open generated/image_programs/models/particles/shrapnel/shrapnel_bump.tga
2582WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/models/particles/shrapnel/shrapnel_bump.tga
2583WARNING: 4 duplicated edge directions, 6 tripled edges
2584WARNING: 6 duplicated edge directions, 0 tripled edges
2585WARNING: 4 duplicated edge directions, 6 tripled edges
2586WARNING: 6 duplicated edge directions, 0 tripled edges
2587WARNING: 4 duplicated edge directions, 6 tripled edges
2588WARNING: 6 duplicated edge directions, 0 tripled edges
2589WARNING: 6 duplicated edge directions, 0 tripled edges
2590Opening generated/image_programs/models/monsters/zsecurity/marsec_bump.tga.
2591Couldn't open generated/image_programs/models/monsters/zsecurity/marsec_bump.tga
2592WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/models/monsters/zsecurity/marsec_bump.tga
2593loaded collision model models/mapobjects/filler/paperwad1.lwo
2594WARNING: 0 duplicated edge directions, 2 tripled edges
2595WARNING: 2 duplicated edge directions, 0 tripled edges
2596loaded collision model models/mapobjects/lights/cagelight/cagelight.lwo
2597loaded collision model models/mapobjects/filler/mkeyboard.lwo
2598WARNING: 1 duplicated edge directions, 0 tripled edges
2599WARNING: 6 duplicated edge directions, 0 tripled edges
2600loaded collision model models/mapobjects/filler/tbox6.ase
2601Opening generated/image_programs/textures/sfx/keycircuit_bump.tga.
2602Couldn't open generated/image_programs/textures/sfx/keycircuit_bump.tga
2603WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/sfx/keycircuit_bump.tga
2604loaded collision model models/mapobjects/filler/cola1.lwo
2605loaded collision model models/mapobjects/elevators/elevator_door.lwo
2606loaded collision model models/characters/sarge2/w_helmet.lwo
2607WARNING: 6 duplicated edge directions, 0 tripled edges
2608removed 2 degenerate triangles
2609loaded collision model models/mapobjects/utility/tecknob1/tecknob1.lwo
2610loaded collision model models/mapobjects/filler/tbox2.ase
2611loaded collision model models/mapobjects/tables/conf_table/conf_table.lwo
2612loaded collision model models/mapobjects/doors/mcitydoor2r.lwo
2613loaded collision model models/mapobjects/doors/mcitydoor2l.lwo
2614loaded collision model models/mapobjects/doors/mcitydoorframe.lwo
2615loaded collision model models/mapobjects/doors/mcdoor2frame.lwo
2616loaded collision model models/mapobjects/doors/mcitydoor.lwo
2617loaded collision model models/mapobjects/doors/mcitydoorframegui.lwo
2618loaded collision model models/mapobjects/cpu/comcenter.lwo
2619loaded collision model models/mapobjects/filler/foamcup.lwo
2620loaded collision model models/mapobjects/doors/deldoor1/deldoor1win.lwo
2621loaded collision model models/mapobjects/doors/deldoor1/deldoor1frm.lwo
2622loaded collision model models/mapobjects/cpu/heater2.lwo
2623loaded collision model models/mapobjects/doors/deldoor1/deldoor1.lwo
2624loaded collision model models/mapobjects/com/modconsole2.lwo
2625loaded collision model models/mapobjects/com/modconsole1.lwo
2626loaded collision model models/mapobjects/cpu/serverplate.lwo
2627Opening generated/image_programs/models/mapobjects/filler/binder1_bump.tga.
2628Couldn't open generated/image_programs/models/mapobjects/filler/binder1_bump.tga
2629WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/models/mapobjects/filler/binder1_bump.tga
2630loaded collision model models/mapobjects/filler/binder3.ase
2631loaded collision model models/mapobjects/filler/tbox1.ase
2632loaded collision model models/mapobjects/cpu/comrack2.lwo
2633loaded collision model models/mapobjects/cpu/heater.lwo
2634WARNING: idDict::FindKey: empty key
2635WARNING: idDict::FindKey: empty key
2636WARNING: idDict::FindKey: empty key
2637WARNING: idDict::FindKey: empty key
2638loaded collision model models/mapobjects/lab/cube1/cube1.lwo
2639loaded collision model models/mapobjects/lab/cube1/cube1_flip.lwo
2640loaded collision model models/mapobjects/com/modconsole5.lwo
2641loaded collision model models/mapobjects/doors/delelev/delelevlf.lwo
2642loaded collision model models/mapobjects/doors/delelev/delelevrt.lwo
2643loaded collision model models/mapobjects/signs/marquee/marquee.lwo
2644loaded collision model models/mapobjects/guiobjects/techdrpanel1/techdrpanel1.lwo
2645loaded collision model models/mapobjects/swinglights/swinglight_long_wbulbs_bulb.ASE
2646loaded collision model models/mapobjects/swinglights/swinglight_long_wbulbs_bulb_broken.ase
2647loaded collision model models/mapobjects/chairs/modchair/modarm.lwo
2648loaded collision model models/mapobjects/chairs/modchair/modseat.lwo
2649loaded collision model models/mapobjects/tram/tramtable.ASE
2650loaded collision model models/mapobjects/filler/sodamachine.lwo
2651loaded collision model models/mapobjects/skmachines/skcube.lwo
2652loaded collision model models/mapobjects/base/misc/emerlight.ase
2653loaded collision model models/mapobjects/doors/accesshatch/accesshatch.lwo
2654loaded collision model models/mapobjects/doors/accesshatch/accesshatchdoor.lwo
2655loaded collision model models/mapobjects/shipping_crates/shipping_crates.lwo
2656loaded collision model models/mapobjects/elevators/elevator.lwo
2657loaded collision model models/mapobjects/utility/tecknob3/tecknob1.lwo
2658loaded collision model models/mapobjects/swinglights/swinglight1b.lwo
2659loaded collision model models/mapobjects/utility/tecknob2/tecknob2.lwo
2660loaded collision model models/mapobjects/cpu/pullhandle.lwo
2661loaded collision model models/mapobjects/cpu/comrack.lwo
2662loaded collision model models/mapobjects/filler/binder1.ase
2663loaded collision model models/mapobjects/lights/florescent_bulbflare.ASE
2664Opening generated/image_programs/textures/base_trim/bluetex4s_ed_bump.tga.
2665Couldn't open generated/image_programs/textures/base_trim/bluetex4s_ed_bump.tga
2666WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/base_trim/bluetex4s_ed_bump.tga
2667WARNING: idPhysics_RigidBody::SetClipModel: unbalanced inertia tensor for entity 'tim_moveable_mop_1' type 'idMoveable'
2668loaded collision model models/mapobjects/filler/ktable.lwo
2669loaded collision model models/mapobjects/lab/sink2/sink2.lwo
2670loaded collision model models/mapobjects/lab/bubbler2/bubbler2.lwo
2671loaded collision model models/mapobjects/filler/tbox7.ase
2672removed 2 degenerate triangles
2673loaded collision model models/mapobjects/lab/newfridge/newfridge.lwo
2674Opening generated/image_programs/models/mapobjects/filler/paper1_bump.tga.
2675Couldn't open generated/image_programs/models/mapobjects/filler/paper1_bump.tga
2676WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/models/mapobjects/filler/paper1_bump.tga
2677loaded collision model models/mapobjects/filler/paper1.ase
2678loaded collision model models/mapobjects/filler/toolchest.lwo
2679loaded collision model models/mapobjects/cpu/cpumaze1.lwo
2680Opening generated/image_programs/textures/sfx/shatterglass01_bump.tga.
2681Couldn't open generated/image_programs/textures/sfx/shatterglass01_bump.tga
2682WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/sfx/shatterglass01_bump.tga
2683loaded collision model models/mapobjects/filler/snackmachine.lwo
2684loaded collision model models/mapobjects/washroom/clamp.ase
2685loaded collision model models/mapobjects/washroom/urinal2.ase
2686loaded collision model models/mapobjects/washroom/dryer.ase
2687loaded collision model models/mapobjects/washroom/bsink.ase
2688loaded collision model models/mapobjects/washroom/soap.ase
2689loaded collision model models/mapobjects/washroom/toilet.ase
2690loaded collision model models/mapobjects/washroom/tp.ase
2691Opening generated/image_programs/models/mapobjects/arcade_machine/arcade_decal1_bump.tga.
2692Couldn't open generated/image_programs/models/mapobjects/arcade_machine/arcade_decal1_bump.tga
2693WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/models/mapobjects/arcade_machine/arcade_decal1_bump.tga
2694Opening generated/image_programs/models/mapobjects/arcade_machine/arcade_decal2_bump.tga.
2695Couldn't open generated/image_programs/models/mapobjects/arcade_machine/arcade_decal2_bump.tga
2696WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/models/mapobjects/arcade_machine/arcade_decal2_bump.tga
2697Opening generated/image_programs/models/mapobjects/arcade_machine/arcade_logo_bump.tga.
2698Couldn't open generated/image_programs/models/mapobjects/arcade_machine/arcade_logo_bump.tga
2699WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/models/mapobjects/arcade_machine/arcade_logo_bump.tga
2700loaded collision model models/mapobjects/arcade_machine/arcade_machine.lwo
2701loaded collision model models/mapobjects/mcity/deskcomp/deskcomp.lwo
2702loaded collision model models/mapobjects/chairs/modchair/modcorner.lwo
2703WARNING: Unknown classname 'sound_lightsout_shutter' on 'mrdr_speaker_shutter1'.
2704loaded collision model models/mapobjects/shutter/shutter_small.lwo
2705loaded collision model models/mapobjects/turrets/ceilingturret1b.lwo
2706loaded collision model models/mapobjects/turrets/ceilingturret1a.lwo
2707loaded collision model models/mapobjects/kiosk/infokiosk2.lwo
2708loaded collision model models/mapobjects/storagecab/gunrack/gunrackcomp.lwo
2709loaded collision model models/mapobjects/doors/mcitydoor_glass.lwo
2710loaded collision model models/mapobjects/pipes/mcburst/mcburst.lwo
2711loaded collision model models/mapobjects/lab/diamondbox/diamondbox_sm.lwo
2712loaded collision model models/mapobjects/guiobjects/flatmonitor/flatmonitor.lwo
2713loaded collision model models/mapobjects/tables/gendesk/gendesk2.lwo
2714loaded collision model models/mapobjects/tables/gendesk/gendesk1.lwo
2715WARNING: idDict::FindKey: empty key
2716WARNING: idDict::FindKey: empty key
2717WARNING: idDict::FindKey: empty key
2718WARNING: idDict::FindKey: empty key
2719loaded collision model models/mapobjects/signs/ceilingsign/ceilingsign.lwo
2720loaded collision model models/mapobjects/lab/gizmo2/gizmo2.lwo
2721loaded collision model models/mapobjects/lab/autable/autable.lwo
2722loaded collision model models/mapobjects/lab/roboarm1/roboarm1.lwo
2723loaded collision model models/mapobjects/utility/vent/vent.lwo
2724WARNING: 1 duplicated edge directions, 0 tripled edges
2725loaded collision model models/mapobjects/monitors/hangingmonitor.lwo
2726loaded collision model models/mapobjects/cpu/cpudesk1.lwo
2727loaded collision model models/mapobjects/cpu/cpudesk1_f.lwo
2728loaded collision model models/mapobjects/skmachines/skoverhang2.lwo
2729Opening _default.tga.
2730Couldn't open _default.tga
2731WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image _default
2732loaded collision model models/mapobjects/lab/fridge1/fridge1_delta2b.lwo
2733loaded collision model models/mapobjects/healthgui/healthgui.lwo
2734While compiling vertex program renderprogs\colorProcess.vertex
2735-----------------
2736 1: #version 400
2737 2: #define PC
2738 3:
2739 4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
2740 5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
2741 6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
2742 7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
2743 8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
2744 9:
2745 10:
2746 11: uniform vec4 _va_[6];
2747 12:
2748 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
2749 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
2750 15:
2751 16: in vec4 in_Position;
2752 17: in vec2 in_TexCoord;
2753 18: in vec4 in_Normal;
2754 19: in vec4 in_Tangent;
2755 20: in vec4 in_Color;
2756 21:
2757 22: out vec4 gl_Position;
2758 23: out vec4 gl_FrontColor;
2759 24: out vec3 vofi_TexCoord0;
2760 25:
2761 26: void main() {
2762 27: gl_Position . x = dot4 ( in_Position , _va_[0 /* rpMVPmatrixX */] ) ;
2763 28: gl_Position . y = dot4 ( in_Position , _va_[1 /* rpMVPmatrixY */] ) ;
2764 29: gl_Position . z = dot4 ( in_Position , _va_[2 /* rpMVPmatrixZ */] ) ;
2765 30: gl_Position . w = dot4 ( in_Position , _va_[3 /* rpMVPmatrixW */] ) ;
2766 31: gl_FrontColor = _va_[5 /* rpUser1 */] ;
2767 32: vofi_TexCoord0 . x = in_TexCoord . x ;
2768 33: vofi_TexCoord0 . y = 1.0 - in_TexCoord . y ;
2769 34: vofi_TexCoord0 . z = _va_[4 /* rpUser0 */] . x ;
2770 35: }
2771-----------------
2772WARNING: 0:22: warning(#375) Redeclaration of built-in name: gl_Position
2773
2774Opening generated/image_programs/textures/decals/shot_glass_bump.tga.
2775Couldn't open generated/image_programs/textures/decals/shot_glass_bump.tga
2776WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/decals/shot_glass_bump.tga
2777...2463 entities spawned, 20 inhibited
2778
2779==== Processing events ====
2780WARNING: idChoiceWindow::InitVars: gui 'guis/mpmain.gui' window 'OS6Primary' references undefined cvar 's_numberOfSpeakers'
2781WARNING: idChoiceWindow::InitVars: gui 'guis/mpmain.gui' window 'EAXPrimary' references undefined cvar 's_useEAXReverb'
2782WARNING: idChoiceWindow::InitVars: gui 'guis/mpmain.gui' window 'OS7Primary' references undefined cvar 's_reverse'
2783WARNING: idChoiceWindow::InitVars: gui 'guis/mpmain.gui' window 'SNDBPrimary' references undefined cvar 's_driver'
2784WARNING: idChoiceWindow::InitVars: gui 'guis/mpmain.gui' window 'ADV7Primary' references undefined cvar 'r_multisamples'
2785--------------------------------------
2786SpawnPlayer: 0
2787WARNING: 0 duplicated edge directions, 1 tripled edges
2788WARNING: 0 duplicated edge directions, 3 tripled edges
2789Opening generated/image_programs/models/weapons/soulcube/soulbox2_bump.tga.
2790Couldn't open generated/image_programs/models/weapons/soulcube/soulbox2_bump.tga
2791WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/models/weapons/soulcube/soulbox2_bump.tga
2792WARNING: 5 duplicated edge directions, 0 tripled edges
2793Opening generated/image_programs/textures/decals/bloodspray_bump.tga.
2794Couldn't open generated/image_programs/textures/decals/bloodspray_bump.tga
2795WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/decals/bloodspray_bump.tga
2796WARNING: Non-portable: path contains uppercase characters: dkbase/C:\Games\DOOM\base\pak000.pk4/guis/guis/pda
2797WARNING: Non-portable: path contains uppercase characters: base/C:\Games\DOOM\base\pak000.pk4/guis/guis/pda
2798loaded collision model models/weapons/shell1/mshell_lo.lwo
2799loaded collision model models/weapons/shell1/sshell_bigger.lwo
2800Initializing class hierarchy
2801...already initialized
2802WARNING: Can't find function 'UpdateSkin' in object 'object'
2803WARNING: Non-portable: path contains uppercase characters: dkbase/sound/VO/video
2804WARNING: Non-portable: path contains uppercase characters: base/sound/VO/video
2805----- idRenderModelManagerLocal::EndLevelLoad -----
2806 0 models purged from previous level, 1382 models kept.
2807---------------------------------------------------
2808----- idImageManager::EndLevelLoad -----
2809WARNING: Non-portable: path contains uppercase characters: dkbase/generated/images/makeIntensity/lights
2810 569 images loaded in 0.4 seconds
2811----------------------------------------
2812----- idSoundSystemLocal::EndLevelLoad -----
2813 790 sounds loaded in 0.3 seconds
2814----------------------------------------
2815missing 'raise' animation on 'player1' (player_doommarine)
2816missing 'stand' animation on 'marscity2_hallway_marine_1' (head_bloodybald)
2817WARNING: rigid body in solid for entity 'moveable_diamondbox_sm_2' type 'idMoveable' at (-540 -1752 304)
2818missing 'lower' animation on 'player1' (player_doommarine)
2819WARNING: rigid body not at rest for entity 'moveable_desklamp_4' type 'idMoveable' at (-1862 -3092 232)
2820WARNING: rigid body not at rest for entity 'moveable_desklamp_1' type 'idMoveable' at (-1019 -2128 165)
2821WARNING: rigid body not at rest for entity 'moveable_desklamp_3' type 'idMoveable' at (-1708 -3328 241)
2822WARNING: rigid body not at rest for entity 'moveable_desklamp_6' type 'idMoveable' at (-1854 -3166 232)
2823WARNING: rigid body not at rest for entity 'moveable_desklamp_7' type 'idMoveable' at (-1656 -233 229)
2824WARNING: rigid body not at rest for entity 'moveable_fireext_2' type 'idMoveable' at (-2950 -1242 132)
2825WARNING: rigid body not at rest for entity 'tim_moveable_foamcup_4' type 'idMoveable' at (-1381 -1562 170)
2826WARNING: rigid body not at rest for entity 'tim_moveable_foamcup_8' type 'idMoveable' at (-1588 -1547 170)
2827WARNING: rigid body not at rest for entity 'moveable_kitchenchair_1' type 'idMoveable' at (-3200 -1381 140)
2828WARNING: rigid body not at rest for entity 'tim_moveable_cokecan_1' type 'idMoveable' at (-2906 -1402 130)
2829WARNING: rigid body not at rest for entity 'tim_moveable_cokecan_2' type 'idMoveable' at (-2863 -1324 130)
2830WARNING: rigid body not at rest for entity 'moveable_chair2_2' type 'idMoveable' at (-1070 -1264 149)
2831WARNING: rigid body not at rest for entity 'moveable_cokecan_7' type 'idMoveable' at (-993 -1306 134)
2832WARNING: rigid body not at rest for entity 'moveable_trashcan01_1' type 'idMoveable' at (-980 -1230 140)
2833WARNING: rigid body not at rest for entity 'moveable_trashcan01_2' type 'idMoveable' at (-3474 -2450 215)
2834WARNING: rigid body not at rest for entity 'moveable_chair5_6' type 'idMoveable' at (-3626 -2641 225)
2835WARNING: rigid body not at rest for entity 'moveable_cokecan_3' type 'idMoveable' at (-2437 471 234)
2836-----------------------------------
2837 4201 msec to load game/mars_city2
2838idRenderWorld::GenerateAllInteractions, msec = 11, staticAllocCount = 0.
2839interactionTable size: 4789080 bytes
284033419 interaction take 3742928 bytes
2841------------- Warnings ---------------
2842during game/mars_city2...
2843WARNING: Can't find function 'UpdateSkin' in object 'object'
2844WARNING: idChoiceWindow::InitVars: gui 'guis/mpmain.gui' window 'ADV7Primary' references undefined cvar 'r_multisamples'
2845WARNING: idChoiceWindow::InitVars: gui 'guis/mpmain.gui' window 'EAXPrimary' references undefined cvar 's_useEAXReverb'
2846WARNING: idChoiceWindow::InitVars: gui 'guis/mpmain.gui' window 'OS6Primary' references undefined cvar 's_numberOfSpeakers'
2847WARNING: idChoiceWindow::InitVars: gui 'guis/mpmain.gui' window 'OS7Primary' references undefined cvar 's_reverse'
2848WARNING: idChoiceWindow::InitVars: gui 'guis/mpmain.gui' window 'SNDBPrimary' references undefined cvar 's_driver'
2849WARNING: Non-portable: path contains uppercase characters: base/C:\Games\DOOM\base\pak000.pk4/guis/guis/pda
2850WARNING: Non-portable: path contains uppercase characters: base/sound/VO/video
2851WARNING: Non-portable: path contains uppercase characters: dkbase/C:\Games\DOOM\base\pak000.pk4/guis/guis/pda
2852WARNING: Non-portable: path contains uppercase characters: dkbase/generated/images/makeIntensity/lights
2853WARNING: Non-portable: path contains uppercase characters: dkbase/sound/VO/video
2854WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image _default
2855WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/models/mapobjects/arcade_machine/arcade_decal1_bump.tga
2856WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/models/mapobjects/arcade_machine/arcade_decal2_bump.tga
2857WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/models/mapobjects/arcade_machine/arcade_logo_bump.tga
2858WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/models/mapobjects/filler/binder1_bump.tga
2859WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/models/mapobjects/filler/paper1_bump.tga
2860WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/models/monsters/zsecurity/marsec_bump.tga
2861WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/models/particles/shrapnel/shrapnel_bump.tga
2862WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/models/weapons/soulcube/soulbox2_bump.tga
2863WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/base_trim/bluetex4r_danger_d_bump.tga
2864WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/base_trim/bluetex4s_ed_bump.tga
2865WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/base_trim/red1_bump.tga
2866WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/base_trim/strim_bump.tga
2867WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/base_trim/tabletop_bump.tga
2868WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/decals/alphabet4_bump.tga
2869WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/decals/bloodspray_bump.tga
2870WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/decals/ind_logo1_bump.tga
2871WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/decals/military_logo_bump.tga
2872WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/decals/mixom1_bump.tga
2873WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/decals/sentry_spot_bump.tga
2874WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/decals/shot_glass_bump.tga
2875WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/mcity/minwall1_bump.tga
2876WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/mcity/minwall2_bump.tga
2877WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/mcity/minwall4_bump.tga
2878WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/mcity/stecolumn1_bump.tga
2879WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/mcity/stecolumn1a_bump.tga
2880WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/mcity/stecolumn2_bump.tga
2881WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/mcity/stelabwafer1_bump.tga
2882WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/mcity/stelabwafer2_bump.tga
2883WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/mcity/stelabwafer3_bump.tga
2884WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/object/cabinettop_org01_d_bump.tga
2885WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/object/calendar1_bump.tga
2886WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/object/magpage1_bump.tga
2887WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/object/magpage2_bump.tga
2888WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/object/magpage4_bump.tga
2889WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/object/magpage5_bump.tga
2890WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/object/post_it2_bump.tga
2891WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/object/post_it4_bump.tga
2892WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/sfx/chiglass1blue_bump.tga
2893WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/sfx/keycircuit_bump.tga
2894WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image generated/image_programs/textures/sfx/shatterglass01_bump.tga
2895WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image textures/mcity/mcityc11_s
2896WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image textures/mcity/mcityc12_s
2897WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image textures/mcity/mcityc13_s
2898WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image textures/mcity/mcityc16_s
2899WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image textures/mcity/mcityc26_s
2900WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image textures/mcity/mcityc3_s
2901WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image textures/mcity/mcityc6_s
2902WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image textures/mcity/stecolumn1_s
2903WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image textures/mcity/stecolumn1a_s
2904WARNING: rvmVirtualTextureSystem::LoadVirtualImage: Failed to load image textures/mcity/steribwall1_s
2905WARNING: Unknown classname 'sound_lightsout_shutter' on 'mrdr_speaker_shutter1'.
290663 warnings
2907Initializing class hierarchy
2908...already initialized
2909WARNING: Can't find function 'UpdateSkin' in object 'object'
2910writing to: C:\Games\DOOM\dkbase\maps\game\mars_city2\textures\objective3.tga
2911writing to: C:\Games\DOOM\dkbase\maps\game\mars_city2\textures\objective1.tga
2912writing to: C:\Games\DOOM\dkbase\maps\game\mars_city2\textures\objective2.tga
2913--------- Game Map Shutdown ----------
2914--------------------------------------
2915idRenderSystem::Shutdown()
2916Shutting down OpenGL subsystem
2917...wglMakeCurrent( NULL, NULL ): success
2918...deleting GL context: success
2919...releasing DC: failed
2920...restoring hardware gamma: success
2921...shutting down QGL
2922...unloading OpenGL DLL