init: sdl init: net init: game init: video: mode LIBGL: Initialising gl4es LIBGL: v1.0.5 built on Mar 20 2018 13:07:41 LIBGL: Using GLES 2.0 backend LIBGL: OGLES2 Library and Interface open successfuly LIBGL: Hardware test disabled, nothing activated... LIBGL: Targeting OpenGL 2.0 LIBGL: Forcing NPOT support by disabling MIPMAP support for NPOT textures LIBGL: Current folder is:Work:sauerbraten init: video: misc init: gl Renderer: GL4ES wrapper (ptitSeb) Driver: 2.0 gl4es wrapper WARNING: No occlusion query support! (large maps may be SLOW) Rendering using the OpenGL GLSL shader path. init: console init: gl: effects GLSL ERROR (VS:default) ERROR: Code generation failed. Error log: Bad CompositeConstruct instruction; input/output size mismatch (input: 4, output: 1). 38: OpCompositeConstruct: FloatVector4[1]: tmp38 << tmp32 1: void main(void) 2: { 3: gl_Position = ftransform(); 4: gl_TexCoord[0] = gl_MultiTexCoord0; 5: gl_FrontColor = gl_Color; 6: } 7: GLSL ERROR (VS:rect) ERROR: Code generation failed. Error log: Bad CompositeConstruct instruction; input/output size mismatch (input: 4, output: 1). 38: OpCompositeConstruct: FloatVector4[1]: tmp38 << tmp32 1: void main(void) 2: { 3: gl_Position = ftransform(); 4: gl_TexCoord[0] = gl_MultiTexCoord0; 5: gl_FrontColor = gl_Color; 6: } 7: GLSL ERROR (PS:rect) ERROR: 6:1: 'sampler2DRect' : Reserved word. ERROR: 11:0: '' : compilation terminated ERROR: 2 compilation errors. No code generated. 1: #extension GL_ARB_texture_rectangle : enable 2: uniform sampler2DRect tex0; 3: void main(void) 4: { 5: gl_FragColor = gl_Color * texture2DRect(tex0, gl_TexCoord[0].xy); 6: } 7: GLSL ERROR (VS:cubemap) ERROR: Code generation failed. Error log: Bad CompositeConstruct instruction; input/output size mismatch (input: 4, output: 1). 38: OpCompositeConstruct: FloatVector4[1]: tmp38 << tmp32 1: void main(void) 2: { 3: gl_Position = ftransform(); 4: gl_TexCoord[0] = gl_MultiTexCoord0; 5: gl_FrontColor = gl_Color; 6: } 7: GLSL ERROR (VS:rgbonly) ERROR: Code generation failed. Error log: Bad CompositeConstruct instruction; input/output size mismatch (input: 4, output: 1). 38: OpCompositeConstruct: FloatVector4[1]: tmp38 << tmp32 1: void main(void) 2: { 3: gl_Position = ftransform(); 4: gl_TexCoord[0] = gl_MultiTexCoord0; 5: gl_FrontColor = gl_Color; 6: } 7: GLSL ERROR (VS:fogged) ERROR: Code generation failed. Error log: Bad CompositeConstruct instruction; input/output size mismatch (input: 4, output: 1). 51: OpCompositeConstruct: FloatVector4[1]: tmp51 << tmp32 1: #pragma CUBE2_fog 2: void main(void) 3: { 4: gl_Position = ftransform(); 5: gl_TexCoord[0] = gl_MultiTexCoord0; 6: gl_FrontColor = gl_Color; 7: 8: #define FOG_COORD gl_Vertex 9: gl_FogFragCoord = -dot((FOG_COORD), gl_ModelViewMatrixTranspose[2]); 10: } 11: GLSL ERROR (PS:nocolor) ERROR: Code generation failed. Error log: Shader has zero outputs; must have at least one 1: void main() {} 2: GLSL ERROR (PS:nocolorglsl) ERROR: Code generation failed. Error log: Shader has zero outputs; must have at least one 1: void main() {} GLSL ERROR (VS:stdworld) ERROR: An exception occurred during compilation: ERROR: Assertion failed: px != 0, in T* boost::shared_ptr::operator->() const [with T = GPUProg::CGRegisterAlloc], defined in /SDK/local/common/include/boost/shared_ptr.hpp in line 253 ERROR: An exception occurred during compilation: basic_string::_M_construct null not valid 1: #pragma CUBE2_fog 2: 3: uniform vec4 texgenscroll; 4: void main(void) 5: { 6: gl_Position = ftransform(); 7: gl_TexCoord[0].xy = gl_MultiTexCoord0.xy + texgenscroll.xy; 8: gl_TexCoord[1].xy = gl_MultiTexCoord1.xy * 3.051851e-05; 9: 10: 11: 12: #pragma CUBE2_shadowmap 13: #pragma CUBE2_dynlight 14: #pragma CUBE2_water 15: 16: #define FOG_COORD gl_Vertex 17: gl_FogFragCoord = -dot((FOG_COORD), gl_ModelViewMatrixTranspose[2]); 18: } 19: GLSL ERROR (VS:noglareblendworld) ERROR: An exception occurred during compilation: ERROR: Assertion failed: px != 0, in T* boost::shared_ptr::operator->() const [with T = GPUProg::CGRegisterAlloc], defined in /SDK/local/common/include/boost/shared_ptr.hpp in line 253 ERROR: An exception occurred during compilation: basic_string::_M_construct null not valid 1: void main(void) 2: { 3: gl_Position = ftransform(); 4: gl_TexCoord[0].xy = gl_MultiTexCoord1.xy * 3.051851e-05; 5: } 6: GLSL ERROR (VS:depthfxworld) ERROR: Code generation failed. Error log: Bad CompositeConstruct instruction; input/output size mismatch (input: 4, output: 1). 46: OpCompositeConstruct: FloatVector4[1]: tmp46 << tmp43 1: uniform vec4 depthscale, depthoffsets; 2: void main(void) 3: { 4: gl_Position = ftransform(); 5: gl_TexCoord[0] = depthoffsets - (gl_ModelViewMatrix * gl_Vertex).z*depthscale; 6: } 7: GLSL ERROR (VS:depthfxsplitworld) ERROR: Code generation failed. Error log: Bad CompositeConstruct instruction; input/output size mismatch (input: 4, output: 1). 46: OpCompositeConstruct: FloatVector4[1]: tmp46 << tmp43 1: uniform vec4 depthscale, depthoffsets; 2: void main(void) 3: { 4: gl_Position = ftransform(); 5: gl_TexCoord[0] = depthoffsets - (gl_ModelViewMatrix * gl_Vertex).z*depthscale; 6: } 7: GLSL ERROR (VS:shadowmapcaster) ERROR: Code generation failed. Error log: Bad CompositeConstruct instruction; input/output size mismatch (input: 4, output: 1). 47: OpCompositeConstruct: FloatVector4[1]: tmp47 << tmp44 1: uniform vec4 shadowintensity; 2: 3: void main(void) 4: { 5: gl_Position = ftransform(); 6: 7: gl_TexCoord[0] = vec4(1.0 - gl_Position.z, 1.0, 0.0, shadowintensity.x); 8: } 9: GLSL ERROR (VS:shadowmapreceiver) ERROR: Code generation failed. Error log: Bad CompositeConstruct instruction; input/output size mismatch (input: 4, output: 1). 45: OpCompositeConstruct: FloatVector4[1]: tmp45 << tmp42 1: uniform vec4 shadowmapbias; 2: void main(void) 3: { 4: gl_Position = ftransform(); 5: gl_TexCoord[0] = vec4(0.0, 0.0, shadowmapbias.y - gl_Position.z, 0.0); 6: } 7: GLSL ERROR (PS:blurx1rect) ERROR: 7:1: 'sampler2DRect' : Reserved word. ERROR: 19:0: '' : compilation terminated ERROR: 2 compilation errors. No code generated. 1: #extension GL_ARB_texture_rectangle : enable 2: 3: uniform vec4 weights, weights2, offset4, offset5, offset6, offset7; 4: uniform sampler2DRect tex0; 5: void main(void) 6: { 7: #define texval(coords) texture2DRect(tex0, (coords)) 8: vec4 val = texval(gl_TexCoord[0].xy) * weights.x; 9: 10: 11: val += weights.y * (texval(gl_TexCoord[1].xy) + texval(gl_TexCoord[2].xy)); 12: 13: 14: gl_FragColor = val; 15: } 16: GLSL ERROR (PS:blury1rect) ERROR: 7:1: 'sampler2DRect' : Reserved word. ERROR: 19:0: '' : compilation terminated ERROR: 2 compilation errors. No code generated. 1: #extension GL_ARB_texture_rectangle : enable 2: 3: uniform vec4 weights, weights2, offset4, offset5, offset6, offset7; 4: uniform sampler2DRect tex0; 5: void main(void) 6: { 7: #define texval(coords) texture2DRect(tex0, (coords)) 8: vec4 val = texval(gl_TexCoord[0].xy) * weights.x; 9: 10: 11: val += weights.y * (texval(gl_TexCoord[1].xy) + texval(gl_TexCoord[2].xy)); 12: 13: 14: gl_FragColor = val; 15: } 16: GLSL ERROR (PS:blurx2rect) ERROR: 7:1: 'sampler2DRect' : Reserved word. ERROR: 23:0: '' : compilation terminated ERROR: 2 compilation errors. No code generated. 1: #extension GL_ARB_texture_rectangle : enable 2: 3: uniform vec4 weights, weights2, offset4, offset5, offset6, offset7; 4: uniform sampler2DRect tex0; 5: void main(void) 6: { 7: #define texval(coords) texture2DRect(tex0, (coords)) 8: vec4 val = texval(gl_TexCoord[0].xy) * weights.x; 9: 10: 11: val += weights.y * (texval(gl_TexCoord[1].xy) + texval(gl_TexCoord[2].xy)); 12: 13: 14: 15: val += weights.z * (texval(gl_TexCoord[3].xy) + texval(gl_TexCoord[4].xy)); 16: 17: 18: gl_FragColor = val; 19: } 20: GLSL ERROR (PS:blury2rect) ERROR: 7:1: 'sampler2DRect' : Reserved word. ERROR: 23:0: '' : compilation terminated ERROR: 2 compilation errors. No code generated. 1: #extension GL_ARB_texture_rectangle : enable 2: 3: uniform vec4 weights, weights2, offset4, offset5, offset6, offset7; 4: uniform sampler2DRect tex0; 5: void main(void) 6: { 7: #define texval(coords) texture2DRect(tex0, (coords)) 8: vec4 val = texval(gl_TexCoord[0].xy) * weights.x; 9: 10: 11: val += weights.y * (texval(gl_TexCoord[1].xy) + texval(gl_TexCoord[2].xy)); 12: 13: 14: 15: val += weights.z * (texval(gl_TexCoord[3].xy) + texval(gl_TexCoord[4].xy)); 16: 17: 18: gl_FragColor = val; 19: } 20: GLSL ERROR (PS:blurx3rect) ERROR: 7:1: 'sampler2DRect' : Reserved word. ERROR: 27:0: '' : compilation terminated ERROR: 2 compilation errors. No code generated. 1: #extension GL_ARB_texture_rectangle : enable 2: 3: uniform vec4 weights, weights2, offset4, offset5, offset6, offset7; 4: uniform sampler2DRect tex0; 5: void main(void) 6: { 7: #define texval(coords) texture2DRect(tex0, (coords)) 8: vec4 val = texval(gl_TexCoord[0].xy) * weights.x; 9: 10: 11: val += weights.y * (texval(gl_TexCoord[1].xy) + texval(gl_TexCoord[2].xy)); 12: 13: 14: 15: val += weights.z * (texval(gl_TexCoord[3].xy) + texval(gl_TexCoord[4].xy)); 16: 17: 18: 19: val += weights.w * (texval(gl_TexCoord[5].xy) + texval(gl_TexCoord[6].xy)); 20: 21: 22: gl_FragColor = val; 23: } 24: GLSL ERROR (PS:blury3rect) ERROR: 7:1: 'sampler2DRect' : Reserved word. ERROR: 27:0: '' : compilation terminated ERROR: 2 compilation errors. No code generated. 1: #extension GL_ARB_texture_rectangle : enable 2: 3: uniform vec4 weights, weights2, offset4, offset5, offset6, offset7; 4: uniform sampler2DRect tex0; 5: void main(void) 6: { 7: #define texval(coords) texture2DRect(tex0, (coords)) 8: vec4 val = texval(gl_TexCoord[0].xy) * weights.x; 9: 10: 11: val += weights.y * (texval(gl_TexCoord[1].xy) + texval(gl_TexCoord[2].xy)); 12: 13: 14: 15: val += weights.z * (texval(gl_TexCoord[3].xy) + texval(gl_TexCoord[4].xy)); 16: 17: 18: 19: val += weights.w * (texval(gl_TexCoord[5].xy) + texval(gl_TexCoord[6].xy)); 20: 21: 22: gl_FragColor = val; 23: } 24: GLSL ERROR (PS:blurx4rect) ERROR: 7:1: 'sampler2DRect' : Reserved word. ERROR: 33:0: '' : compilation terminated ERROR: 2 compilation errors. No code generated. 1: #extension GL_ARB_texture_rectangle : enable 2: 3: uniform vec4 weights, weights2, offset4, offset5, offset6, offset7; 4: uniform sampler2DRect tex0; 5: void main(void) 6: { 7: #define texval(coords) texture2DRect(tex0, (coords)) 8: vec4 val = texval(gl_TexCoord[0].xy) * weights.x; 9: 10: 11: val += weights.y * (texval(gl_TexCoord[1].xy) + texval(gl_TexCoord[2].xy)); 12: 13: 14: 15: val += weights.z * (texval(gl_TexCoord[3].xy) + texval(gl_TexCoord[4].xy)); 16: 17: 18: 19: val += weights.w * (texval(gl_TexCoord[5].xy) + texval(gl_TexCoord[6].xy)); 20: 21: 22: 23: val += weights2.x * 24: (texval(gl_TexCoord[0].xy + offset4.xy) + 25: texval(gl_TexCoord[0].xy - offset4.xy)); 26: 27: 28: gl_FragColor = val; 29: } 30: GLSL ERROR (PS:blury4rect) ERROR: 7:1: 'sampler2DRect' : Reserved word. ERROR: 33:0: '' : compilation terminated ERROR: 2 compilation errors. No code generated. 1: #extension GL_ARB_texture_rectangle : enable 2: 3: uniform vec4 weights, weights2, offset4, offset5, offset6, offset7; 4: uniform sampler2DRect tex0; 5: void main(void) 6: { 7: #define texval(coords) texture2DRect(tex0, (coords)) 8: vec4 val = texval(gl_TexCoord[0].xy) * weights.x; 9: 10: 11: val += weights.y * (texval(gl_TexCoord[1].xy) + texval(gl_TexCoord[2].xy)); 12: 13: 14: 15: val += weights.z * (texval(gl_TexCoord[3].xy) + texval(gl_TexCoord[4].xy)); 16: 17: 18: 19: val += weights.w * (texval(gl_TexCoord[5].xy) + texval(gl_TexCoord[6].xy)); 20: 21: 22: 23: val += weights2.x * 24: (texval(gl_TexCoord[0].xy + offset4.xy) + 25: texval(gl_TexCoord[0].xy - offset4.xy)); 26: 27: 28: gl_FragColor = val; 29: } 30: GLSL ERROR (PS:blurx5rect) ERROR: 7:1: 'sampler2DRect' : Reserved word. ERROR: 39:0: '' : compilation terminated ERROR: 2 compilation errors. No code generated. 1: #extension GL_ARB_texture_rectangle : enable 2: 3: uniform vec4 weights, weights2, offset4, offset5, offset6, offset7; 4: uniform sampler2DRect tex0; 5: void main(void) 6: { 7: #define texval(coords) texture2DRect(tex0, (coords)) 8: vec4 val = texval(gl_TexCoord[0].xy) * weights.x; 9: 10: 11: val += weights.y * (texval(gl_TexCoord[1].xy) + texval(gl_TexCoord[2].xy)); 12: 13: 14: 15: val += weights.z * (texval(gl_TexCoord[3].xy) + texval(gl_TexCoord[4].xy)); 16: 17: 18: 19: val += weights.w * (texval(gl_TexCoord[5].xy) + texval(gl_TexCoord[6].xy)); 20: 21: 22: 23: val += weights2.x * 24: (texval(gl_TexCoord[0].xy + offset4.xy) + 25: texval(gl_TexCoord[0].xy - offset4.xy)); 26: 27: 28: 29: val += weights2.y * 30: (texval(gl_TexCoord[0].xy + offset5.xy) + 31: texval(gl_TexCoord[0].xy - offset5.xy)); 32: 33: 34: gl_FragColor = val; 35: } 36: GLSL ERROR (PS:blury5rect) ERROR: 7:1: 'sampler2DRect' : Reserved word. ERROR: 39:0: '' : compilation terminated ERROR: 2 compilation errors. No code generated. 1: #extension GL_ARB_texture_rectangle : enable 2: 3: uniform vec4 weights, weights2, offset4, offset5, offset6, offset7; 4: uniform sampler2DRect tex0; 5: void main(void) 6: { 7: #define texval(coords) texture2DRect(tex0, (coords)) 8: vec4 val = texval(gl_TexCoord[0].xy) * weights.x; 9: 10: 11: val += weights.y * (texval(gl_TexCoord[1].xy) + texval(gl_TexCoord[2].xy)); 12: 13: 14: 15: val += weights.z * (texval(gl_TexCoord[3].xy) + texval(gl_TexCoord[4].xy)); 16: 17: 18: 19: val += weights.w * (texval(gl_TexCoord[5].xy) + texval(gl_TexCoord[6].xy)); 20: 21: 22: 23: val += weights2.x * 24: (texval(gl_TexCoord[0].xy + offset4.xy) + 25: texval(gl_TexCoord[0].xy - offset4.xy)); 26: 27: 28: 29: val += weights2.y * 30: (texval(gl_TexCoord[0].xy + offset5.xy) + 31: texval(gl_TexCoord[0].xy - offset5.xy)); 32: 33: 34: gl_FragColor = val; 35: } 36: GLSL ERROR (PS:blurx6rect) ERROR: 7:1: 'sampler2DRect' : Reserved word. ERROR: 45:0: '' : compilation terminated ERROR: 2 compilation errors. No code generated. 1: #extension GL_ARB_texture_rectangle : enable 2: 3: uniform vec4 weights, weights2, offset4, offset5, offset6, offset7; 4: uniform sampler2DRect tex0; 5: void main(void) 6: { 7: #define texval(coords) texture2DRect(tex0, (coords)) 8: vec4 val = texval(gl_TexCoord[0].xy) * weights.x; 9: 10: 11: val += weights.y * (texval(gl_TexCoord[1].xy) + texval(gl_TexCoord[2].xy)); 12: 13: 14: 15: val += weights.z * (texval(gl_TexCoord[3].xy) + texval(gl_TexCoord[4].xy)); 16: 17: 18: 19: val += weights.w * (texval(gl_TexCoord[5].xy) + texval(gl_TexCoord[6].xy)); 20: 21: 22: 23: val += weights2.x * 24: (texval(gl_TexCoord[0].xy + offset4.xy) + 25: texval(gl_TexCoord[0].xy - offset4.xy)); 26: 27: 28: 29: val += weights2.y * 30: (texval(gl_TexCoord[0].xy + offset5.xy) + 31: texval(gl_TexCoord[0].xy - offset5.xy)); 32: 33: 34: 35: val += weights2.z * 36: (texval(gl_TexCoord[0].xy + offset6.xy) + 37: texval(gl_TexCoord[0].xy - offset6.xy)); 38: 39: 40: gl_FragColor = val; 41: } 42: GLSL ERROR (PS:blury6rect) ERROR: 7:1: 'sampler2DRect' : Reserved word. ERROR: 45:0: '' : compilation terminated ERROR: 2 compilation errors. No code generated. 1: #extension GL_ARB_texture_rectangle : enable 2: 3: uniform vec4 weights, weights2, offset4, offset5, offset6, offset7; 4: uniform sampler2DRect tex0; 5: void main(void) 6: { 7: #define texval(coords) texture2DRect(tex0, (coords)) 8: vec4 val = texval(gl_TexCoord[0].xy) * weights.x; 9: 10: 11: val += weights.y * (texval(gl_TexCoord[1].xy) + texval(gl_TexCoord[2].xy)); 12: 13: 14: 15: val += weights.z * (texval(gl_TexCoord[3].xy) + texval(gl_TexCoord[4].xy)); 16: 17: 18: 19: val += weights.w * (texval(gl_TexCoord[5].xy) + texval(gl_TexCoord[6].xy)); 20: 21: 22: 23: val += weights2.x * 24: (texval(gl_TexCoord[0].xy + offset4.xy) + 25: texval(gl_TexCoord[0].xy - offset4.xy)); 26: 27: 28: 29: val += weights2.y * 30: (texval(gl_TexCoord[0].xy + offset5.xy) + 31: texval(gl_TexCoord[0].xy - offset5.xy)); 32: 33: 34: 35: val += weights2.z * 36: (texval(gl_TexCoord[0].xy + offset6.xy) + 37: texval(gl_TexCoord[0].xy - offset6.xy)); 38: 39: 40: gl_FragColor = val; 41: } 42: GLSL ERROR (PS:blurx7rect) ERROR: 7:1: 'sampler2DRect' : Reserved word. ERROR: 51:0: '' : compilation terminated ERROR: 2 compilation errors. No code generated. 1: #extension GL_ARB_texture_rectangle : enable 2: 3: uniform vec4 weights, weights2, offset4, offset5, offset6, offset7; 4: uniform sampler2DRect tex0; 5: void main(void) 6: { 7: #define texval(coords) texture2DRect(tex0, (coords)) 8: vec4 val = texval(gl_TexCoord[0].xy) * weights.x; 9: 10: 11: val += weights.y * (texval(gl_TexCoord[1].xy) + texval(gl_TexCoord[2].xy)); 12: 13: 14: 15: val += weights.z * (texval(gl_TexCoord[3].xy) + texval(gl_TexCoord[4].xy)); 16: 17: 18: 19: val += weights.w * (texval(gl_TexCoord[5].xy) + texval(gl_TexCoord[6].xy)); 20: 21: 22: 23: val += weights2.x * 24: (texval(gl_TexCoord[0].xy + offset4.xy) + 25: texval(gl_TexCoord[0].xy - offset4.xy)); 26: 27: 28: 29: val += weights2.y * 30: (texval(gl_TexCoord[0].xy + offset5.xy) + 31: texval(gl_TexCoord[0].xy - offset5.xy)); 32: 33: 34: 35: val += weights2.z * 36: (texval(gl_TexCoord[0].xy + offset6.xy) + 37: texval(gl_TexCoord[0].xy - offset6.xy)); 38: 39: 40: 41: val += weights2.w * 42: (texval(gl_TexCoord[0].xy + offset7.xy) + 43: texval(gl_TexCoord[0].xy - offset7.xy)); 44: 45: 46: gl_FragColor = val; 47: } 48: GLSL ERROR (PS:blury7rect) ERROR: 7:1: 'sampler2DRect' : Reserved word. ERROR: 51:0: '' : compilation terminated ERROR: 2 compilation errors. No code generated. 1: #extension GL_ARB_texture_rectangle : enable 2: 3: uniform vec4 weights, weights2, offset4, offset5, offset6, offset7; 4: uniform sampler2DRect tex0; 5: void main(void) 6: { 7: #define texval(coords) texture2DRect(tex0, (coords)) 8: vec4 val = texval(gl_TexCoord[0].xy) * weights.x; 9: 10: 11: val += weights.y * (texval(gl_TexCoord[1].xy) + texval(gl_TexCoord[2].xy)); 12: 13: 14: 15: val += weights.z * (texval(gl_TexCoord[3].xy) + texval(gl_TexCoord[4].xy)); 16: 17: 18: 19: val += weights.w * (texval(gl_TexCoord[5].xy) + texval(gl_TexCoord[6].xy)); 20: 21: 22: 23: val += weights2.x * 24: (texval(gl_TexCoord[0].xy + offset4.xy) + 25: texval(gl_TexCoord[0].xy - offset4.xy)); 26: 27: 28: 29: val += weights2.y * 30: (texval(gl_TexCoord[0].xy + offset5.xy) + 31: texval(gl_TexCoord[0].xy - offset5.xy)); 32: 33: 34: 35: val += weights2.z * 36: (texval(gl_TexCoord[0].xy + offset6.xy) + 37: texval(gl_TexCoord[0].xy - offset6.xy)); 38: 39: 40: 41: val += weights2.w * 42: (texval(gl_TexCoord[0].xy + offset7.xy) + 43: texval(gl_TexCoord[0].xy - offset7.xy)); 44: 45: 46: gl_FragColor = val; 47: } 48: GLSL ERROR (PS:explosion2dsoft) ERROR: SPIR-V file is invalid/corrupt. Error log: Offset 00000824: Unsupported opCode: 91: OpImageSampleProjImplicitLod 1: uniform sampler2D tex2; 2: 3: uniform sampler2D tex0, tex1; 4: uniform vec4 depthfxparams; 5: 6: void main(void) 7: { 8: vec2 dtc = gl_TexCoord[0].xy + texture2D(tex0, gl_TexCoord[1].xy).xy*0.1; 9: vec4 diffuse = texture2D(tex0, dtc); 10: vec4 blend = texture2D(tex1, gl_TexCoord[1].xy); 11: 12: diffuse *= blend.a*4.0; 13: diffuse.b += 0.5 - blend.a*0.5; 14: 15: 16: 17: gl_FragColor.rgb = diffuse.rgb * gl_Color.rgb; 18: 19: #define depthvals texture2DProj(tex2, gl_TexCoord[3]) 20: 21: float depth = depthvals.x*depthfxparams.z; 22: 23: gl_FragColor.a = diffuse.a * max(clamp(depth - gl_TexCoord[3].z, 0.0, 1.0) * gl_Color.a, depthfxparams.w); 24: 25: 26: #define FOG_COLOR gl_Fog.color 27: gl_FragColor.rgb = mix((FOG_COLOR).rgb, gl_FragColor.rgb, clamp((gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale, 0.0, 1.0)); 28: } 29: GLSL ERROR (PS:explosion3dsoft) ERROR: SPIR-V file is invalid/corrupt. Error log: Offset 00000828: Unsupported opCode: 91: OpImageSampleProjImplicitLod 1: uniform sampler2D tex2; 2: 3: uniform sampler2D tex0, tex1; 4: uniform vec4 depthfxparams; 5: 6: void main(void) 7: { 8: vec2 dtc = gl_TexCoord[0].xy + texture2D(tex0, gl_TexCoord[2].xy).xy*0.1; 9: vec4 diffuse = texture2D(tex0, dtc); 10: vec4 blend = texture2D(tex1, gl_TexCoord[1].xy); 11: 12: diffuse *= blend.a*4.0; 13: diffuse.b += 0.5 - blend.a*0.5; 14: 15: 16: 17: gl_FragColor.rgb = diffuse.rgb * gl_Color.rgb; 18: 19: #define depthvals texture2DProj(tex2, gl_TexCoord[3]) 20: 21: float depth = depthvals.x*depthfxparams.z; 22: 23: gl_FragColor.a = diffuse.a * max(clamp(depth - gl_TexCoord[3].z, 0.0, 1.0) * gl_Color.a, depthfxparams.w); 24: 25: 26: #define FOG_COLOR gl_Fog.color 27: gl_FragColor.rgb = mix((FOG_COLOR).rgb, gl_FragColor.rgb, clamp((gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale, 0.0, 1.0)); 28: } 29: GLSL ERROR (PS:explosion2dsoft8) ERROR: SPIR-V file is invalid/corrupt. Error log: Offset 00000830: Unsupported opCode: 91: OpImageSampleProjImplicitLod 1: uniform sampler2D tex2; 2: 3: uniform sampler2D tex0, tex1; 4: uniform vec4 depthfxparams; 5: uniform vec4 depthfxselect; 6: void main(void) 7: { 8: vec2 dtc = gl_TexCoord[0].xy + texture2D(tex0, gl_TexCoord[1].xy).xy*0.1; 9: vec4 diffuse = texture2D(tex0, dtc); 10: vec4 blend = texture2D(tex1, gl_TexCoord[1].xy); 11: 12: diffuse *= blend.a*4.0; 13: diffuse.b += 0.5 - blend.a*0.5; 14: 15: 16: 17: gl_FragColor.rgb = diffuse.rgb * gl_Color.rgb; 18: 19: #define depthvals texture2DProj(tex2, gl_TexCoord[3]) 20: 21: float depth = dot(depthvals, depthfxselect); 22: 23: gl_FragColor.a = diffuse.a * max(clamp(depth - gl_TexCoord[3].z, 0.0, 1.0) * gl_Color.a, depthfxparams.w); 24: 25: 26: #define FOG_COLOR gl_Fog.color 27: gl_FragColor.rgb = mix((FOG_COLOR).rgb, gl_FragColor.rgb, clamp((gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale, 0.0, 1.0)); 28: } 29: GLSL ERROR (PS:explosion3dsoft8) ERROR: SPIR-V file is invalid/corrupt. Error log: Offset 00000834: Unsupported opCode: 91: OpImageSampleProjImplicitLod 1: uniform sampler2D tex2; 2: 3: uniform sampler2D tex0, tex1; 4: uniform vec4 depthfxparams; 5: uniform vec4 depthfxselect; 6: void main(void) 7: { 8: vec2 dtc = gl_TexCoord[0].xy + texture2D(tex0, gl_TexCoord[2].xy).xy*0.1; 9: vec4 diffuse = texture2D(tex0, dtc); 10: vec4 blend = texture2D(tex1, gl_TexCoord[1].xy); 11: 12: diffuse *= blend.a*4.0; 13: diffuse.b += 0.5 - blend.a*0.5; 14: 15: 16: 17: gl_FragColor.rgb = diffuse.rgb * gl_Color.rgb; 18: 19: #define depthvals texture2DProj(tex2, gl_TexCoord[3]) 20: 21: float depth = dot(depthvals, depthfxselect); 22: 23: gl_FragColor.a = diffuse.a * max(clamp(depth - gl_TexCoord[3].z, 0.0, 1.0) * gl_Color.a, depthfxparams.w); 24: 25: 26: #define FOG_COLOR gl_Fog.color 27: gl_FragColor.rgb = mix((FOG_COLOR).rgb, gl_FragColor.rgb, clamp((gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale, 0.0, 1.0)); 28: } 29: GLSL ERROR (PS:explosion2dsoftrect) ERROR: 15:1: 'sampler2DRect' : Reserved word. ERROR: 43:0: '' : compilation terminated ERROR: 2 compilation errors. No code generated. 1: #extension GL_ARB_texture_rectangle : enable 2: uniform sampler2DRect tex2; 3: 4: uniform sampler2D tex0, tex1; 5: uniform vec4 depthfxparams; 6: 7: void main(void) 8: { 9: vec2 dtc = gl_TexCoord[0].xy + texture2D(tex0, gl_TexCoord[1].xy).xy*0.1; 10: vec4 diffuse = texture2D(tex0, dtc); 11: vec4 blend = texture2D(tex1, gl_TexCoord[1].xy); 12: 13: diffuse *= blend.a*4.0; 14: diffuse.b += 0.5 - blend.a*0.5; 15: 16: 17: 18: gl_FragColor.rgb = diffuse.rgb * gl_Color.rgb; 19: 20: #define depthvals texture2DRectProj(tex2, gl_TexCoord[3]) 21: 22: float depth = depthvals.x*depthfxparams.z; 23: 24: gl_FragColor.a = diffuse.a * max(clamp(depth - gl_TexCoord[3].z, 0.0, 1.0) * gl_Color.a, depthfxparams.w); 25: 26: 27: #define FOG_COLOR gl_Fog.color 28: gl_FragColor.rgb = mix((FOG_COLOR).rgb, gl_FragColor.rgb, clamp((gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale, 0.0, 1.0)); 29: } 30: GLSL ERROR (PS:explosion3dsoftrect) ERROR: 15:1: 'sampler2DRect' : Reserved word. ERROR: 43:0: '' : compilation terminated ERROR: 2 compilation errors. No code generated. 1: #extension GL_ARB_texture_rectangle : enable 2: uniform sampler2DRect tex2; 3: 4: uniform sampler2D tex0, tex1; 5: uniform vec4 depthfxparams; 6: 7: void main(void) 8: { 9: vec2 dtc = gl_TexCoord[0].xy + texture2D(tex0, gl_TexCoord[2].xy).xy*0.1; 10: vec4 diffuse = texture2D(tex0, dtc); 11: vec4 blend = texture2D(tex1, gl_TexCoord[1].xy); 12: 13: diffuse *= blend.a*4.0; 14: diffuse.b += 0.5 - blend.a*0.5; 15: 16: 17: 18: gl_FragColor.rgb = diffuse.rgb * gl_Color.rgb; 19: 20: #define depthvals texture2DRectProj(tex2, gl_TexCoord[3]) 21: 22: float depth = depthvals.x*depthfxparams.z; 23: 24: gl_FragColor.a = diffuse.a * max(clamp(depth - gl_TexCoord[3].z, 0.0, 1.0) * gl_Color.a, depthfxparams.w); 25: 26: 27: #define FOG_COLOR gl_Fog.color 28: gl_FragColor.rgb = mix((FOG_COLOR).rgb, gl_FragColor.rgb, clamp((gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale, 0.0, 1.0)); 29: } 30: GLSL ERROR (PS:explosion2dsoft8rect) ERROR: 15:1: 'sampler2DRect' : Reserved word. ERROR: 43:0: '' : compilation terminated ERROR: 2 compilation errors. No code generated. 1: #extension GL_ARB_texture_rectangle : enable 2: uniform sampler2DRect tex2; 3: 4: uniform sampler2D tex0, tex1; 5: uniform vec4 depthfxparams; 6: uniform vec4 depthfxselect; 7: void main(void) 8: { 9: vec2 dtc = gl_TexCoord[0].xy + texture2D(tex0, gl_TexCoord[1].xy).xy*0.1; 10: vec4 diffuse = texture2D(tex0, dtc); 11: vec4 blend = texture2D(tex1, gl_TexCoord[1].xy); 12: 13: diffuse *= blend.a*4.0; 14: diffuse.b += 0.5 - blend.a*0.5; 15: 16: 17: 18: gl_FragColor.rgb = diffuse.rgb * gl_Color.rgb; 19: 20: #define depthvals texture2DRectProj(tex2, gl_TexCoord[3]) 21: 22: float depth = dot(depthvals, depthfxselect); 23: 24: gl_FragColor.a = diffuse.a * max(clamp(depth - gl_TexCoord[3].z, 0.0, 1.0) * gl_Color.a, depthfxparams.w); 25: 26: 27: #define FOG_COLOR gl_Fog.color 28: gl_FragColor.rgb = mix((FOG_COLOR).rgb, gl_FragColor.rgb, clamp((gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale, 0.0, 1.0)); 29: } 30: GLSL ERROR (PS:explosion3dsoft8rect) ERROR: 15:1: 'sampler2DRect' : Reserved word. ERROR: 43:0: '' : compilation terminated ERROR: 2 compilation errors. No code generated. 1: #extension GL_ARB_texture_rectangle : enable 2: uniform sampler2DRect tex2; 3: 4: uniform sampler2D tex0, tex1; 5: uniform vec4 depthfxparams; 6: uniform vec4 depthfxselect; 7: void main(void) 8: { 9: vec2 dtc = gl_TexCoord[0].xy + texture2D(tex0, gl_TexCoord[2].xy).xy*0.1; 10: vec4 diffuse = texture2D(tex0, dtc); 11: vec4 blend = texture2D(tex1, gl_TexCoord[1].xy); 12: 13: diffuse *= blend.a*4.0; 14: diffuse.b += 0.5 - blend.a*0.5; 15: 16: 17: 18: gl_FragColor.rgb = diffuse.rgb * gl_Color.rgb; 19: 20: #define depthvals texture2DRectProj(tex2, gl_TexCoord[3]) 21: 22: float depth = dot(depthvals, depthfxselect); 23: 24: gl_FragColor.a = diffuse.a * max(clamp(depth - gl_TexCoord[3].z, 0.0, 1.0) * gl_Color.a, depthfxparams.w); 25: 26: 27: #define FOG_COLOR gl_Fog.color 28: gl_FragColor.rgb = mix((FOG_COLOR).rgb, gl_FragColor.rgb, clamp((gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale, 0.0, 1.0)); 29: } 30: GLSL ERROR (VS:particlenotexture) ERROR: Code generation failed. Error log: Bad CompositeConstruct instruction; input/output size mismatch (input: 4, output: 1). 51: OpCompositeConstruct: FloatVector4[1]: tmp51 << tmp36 1: #pragma CUBE2_fog 2: uniform vec4 colorscale; 3: void main(void) 4: { 5: gl_Position = ftransform(); 6: gl_TexCoord[0] = gl_Color * colorscale; 7: 8: #define FOG_COORD gl_Vertex 9: gl_FogFragCoord = -dot((FOG_COORD), gl_ModelViewMatrixTranspose[2]); 10: } 11: GLSL ERROR (VS:particle) ERROR: An exception occurred during compilation: ERROR: Assertion failed: px != 0, in T* boost::shared_ptr::operator->() const [with T = GPUProg::CGRegisterAlloc], defined in /SDK/local/common/include/boost/shared_ptr.hpp in line 253 ERROR: An exception occurred during compilation: basic_string::_M_construct null not valid 1: #pragma CUBE2_fog 2: uniform vec4 colorscale; 3: 4: void main(void) 5: { 6: gl_Position = ftransform(); 7: gl_TexCoord[0].xy = gl_MultiTexCoord0.xy; 8: gl_TexCoord[1] = gl_Color * colorscale; 9: 10: 11: 12: #define FOG_COORD gl_Vertex 13: gl_FogFragCoord = -dot((FOG_COORD), gl_ModelViewMatrixTranspose[2]); 14: } 15: GLSL ERROR (VS:particlesoft) ERROR: An exception occurred during compilation: ERROR: Assertion failed: px != 0, in T* boost::shared_ptr::operator->() const [with T = GPUProg::CGRegisterAlloc], defined in /SDK/local/common/include/boost/shared_ptr.hpp in line 253 ERROR: An exception occurred during compilation: basic_string::_M_construct null not valid 1: #pragma CUBE2_fog 2: uniform vec4 colorscale; 3: uniform vec4 depthfxparams, depthfxview; 4: void main(void) 5: { 6: gl_Position = ftransform(); 7: gl_TexCoord[0].xy = gl_MultiTexCoord0.xy; 8: gl_TexCoord[1] = gl_Color * colorscale; 9: 10: 11: vec4 projtc = gl_ModelViewProjectionMatrix * gl_Vertex; 12: projtc.xy = (projtc.xy + projtc.w) * depthfxview.xy; 13: gl_TexCoord[2] = projtc; 14: 15: vec2 offset = gl_MultiTexCoord0.xy*2.82842712474619 - 1.4142135623731; 16: gl_TexCoord[3].xyz = vec3(offset, 1.0); 17: gl_TexCoord[4].xyz = vec3(offset, depthfxparams.y - (gl_ModelViewMatrix * gl_Vertex).z*depthfxparams.x); 18: 19: 20: #define FOG_COORD gl_Vertex 21: gl_FogFragCoord = -dot((FOG_COORD), gl_ModelViewMatrixTranspose[2]); 22: } 23: GLSL ERROR (PS:particlesoft) ERROR: SPIR-V file is invalid/corrupt. Error log: Offset 00000499: Unsupported opCode: 91: OpImageSampleProjImplicitLod 1: uniform sampler2D tex2; 2: 3: uniform sampler2D tex0; 4: uniform vec4 depthfxparams; 5: 6: void main(void) 7: { 8: vec4 diffuse = texture2D(tex0, gl_TexCoord[0].xy); 9: 10: 11: #define depthvals texture2DProj(tex2, gl_TexCoord[2]) 12: 13: float depth = depthvals.x*depthfxparams.z; 14: 15: diffuse.a *= clamp(depth - dot(gl_TexCoord[3].xyz, gl_TexCoord[4].xyz), 0.0, 1.0); 16: 17: 18: gl_FragColor = diffuse * gl_TexCoord[1]; 19: 20: #define FOG_COLOR gl_Fog.color 21: gl_FragColor.rgb = mix((FOG_COLOR).rgb, gl_FragColor.rgb, clamp((gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale, 0.0, 1.0)); 22: } 23: GLSL ERROR (VS:particlesoft8) ERROR: An exception occurred during compilation: ERROR: Assertion failed: px != 0, in T* boost::shared_ptr::operator->() const [with T = GPUProg::CGRegisterAlloc], defined in /SDK/local/common/include/boost/shared_ptr.hpp in line 253 ERROR: An exception occurred during compilation: basic_string::_M_construct null not valid 1: #pragma CUBE2_fog 2: uniform vec4 colorscale; 3: uniform vec4 depthfxparams, depthfxview; 4: void main(void) 5: { 6: gl_Position = ftransform(); 7: gl_TexCoord[0].xy = gl_MultiTexCoord0.xy; 8: gl_TexCoord[1] = gl_Color * colorscale; 9: 10: 11: vec4 projtc = gl_ModelViewProjectionMatrix * gl_Vertex; 12: projtc.xy = (projtc.xy + projtc.w) * depthfxview.xy; 13: gl_TexCoord[2] = projtc; 14: 15: vec2 offset = gl_MultiTexCoord0.xy*2.82842712474619 - 1.4142135623731; 16: gl_TexCoord[3].xyz = vec3(offset, 1.0); 17: gl_TexCoord[4].xyz = vec3(offset, depthfxparams.y - (gl_ModelViewMatrix * gl_Vertex).z*depthfxparams.x); 18: 19: 20: #define FOG_COORD gl_Vertex 21: gl_FogFragCoord = -dot((FOG_COORD), gl_ModelViewMatrixTranspose[2]); 22: } 23: GLSL ERROR (PS:particlesoft8) ERROR: SPIR-V file is invalid/corrupt. Error log: Offset 00000501: Unsupported opCode: 91: OpImageSampleProjImplicitLod 1: uniform sampler2D tex2; 2: 3: uniform sampler2D tex0; 4: uniform vec4 depthfxparams; 5: uniform vec4 depthfxselect; 6: void main(void) 7: { 8: vec4 diffuse = texture2D(tex0, gl_TexCoord[0].xy); 9: 10: 11: #define depthvals texture2DProj(tex2, gl_TexCoord[2]) 12: 13: float depth = dot(depthvals, depthfxselect); 14: 15: diffuse.a *= clamp(depth - dot(gl_TexCoord[3].xyz, gl_TexCoord[4].xyz), 0.0, 1.0); 16: 17: 18: gl_FragColor = diffuse * gl_TexCoord[1]; 19: 20: #define FOG_COLOR gl_Fog.color 21: gl_FragColor.rgb = mix((FOG_COLOR).rgb, gl_FragColor.rgb, clamp((gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale, 0.0, 1.0)); 22: } 23: GLSL ERROR (VS:particlesoftrect) ERROR: An exception occurred during compilation: ERROR: Assertion failed: px != 0, in T* boost::shared_ptr::operator->() const [with T = GPUProg::CGRegisterAlloc], defined in /SDK/local/common/include/boost/shared_ptr.hpp in line 253 ERROR: An exception occurred during compilation: basic_string::_M_construct null not valid 1: #pragma CUBE2_fog 2: uniform vec4 colorscale; 3: uniform vec4 depthfxparams, depthfxview; 4: void main(void) 5: { 6: gl_Position = ftransform(); 7: gl_TexCoord[0].xy = gl_MultiTexCoord0.xy; 8: gl_TexCoord[1] = gl_Color * colorscale; 9: 10: 11: vec4 projtc = gl_ModelViewProjectionMatrix * gl_Vertex; 12: projtc.xy = (projtc.xy + projtc.w) * depthfxview.xy; 13: gl_TexCoord[2] = projtc; 14: 15: vec2 offset = gl_MultiTexCoord0.xy*2.82842712474619 - 1.4142135623731; 16: gl_TexCoord[3].xyz = vec3(offset, 1.0); 17: gl_TexCoord[4].xyz = vec3(offset, depthfxparams.y - (gl_ModelViewMatrix * gl_Vertex).z*depthfxparams.x); 18: 19: 20: #define FOG_COORD gl_Vertex 21: gl_FogFragCoord = -dot((FOG_COORD), gl_ModelViewMatrixTranspose[2]); 22: } 23: GLSL ERROR (PS:particlesoftrect) ERROR: 14:1: 'sampler2DRect' : Reserved word. ERROR: 36:0: '' : compilation terminated ERROR: 2 compilation errors. No code generated. 1: #extension GL_ARB_texture_rectangle : enable 2: uniform sampler2DRect tex2; 3: 4: uniform sampler2D tex0; 5: uniform vec4 depthfxparams; 6: 7: void main(void) 8: { 9: vec4 diffuse = texture2D(tex0, gl_TexCoord[0].xy); 10: 11: 12: #define depthvals texture2DRectProj(tex2, gl_TexCoord[2]) 13: 14: float depth = depthvals.x*depthfxparams.z; 15: 16: diffuse.a *= clamp(depth - dot(gl_TexCoord[3].xyz, gl_TexCoord[4].xyz), 0.0, 1.0); 17: 18: 19: gl_FragColor = diffuse * gl_TexCoord[1]; 20: 21: #define FOG_COLOR gl_Fog.color 22: gl_FragColor.rgb = mix((FOG_COLOR).rgb, gl_FragColor.rgb, clamp((gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale, 0.0, 1.0)); 23: } 24: GLSL ERROR (VS:particlesoft8rect) ERROR: An exception occurred during compilation: ERROR: Assertion failed: px != 0, in T* boost::shared_ptr::operator->() const [with T = GPUProg::CGRegisterAlloc], defined in /SDK/local/common/include/boost/shared_ptr.hpp in line 253 ERROR: An exception occurred during compilation: basic_string::_M_construct null not valid 1: #pragma CUBE2_fog 2: uniform vec4 colorscale; 3: uniform vec4 depthfxparams, depthfxview; 4: void main(void) 5: { 6: gl_Position = ftransform(); 7: gl_TexCoord[0].xy = gl_MultiTexCoord0.xy; 8: gl_TexCoord[1] = gl_Color * colorscale; 9: 10: 11: vec4 projtc = gl_ModelViewProjectionMatrix * gl_Vertex; 12: projtc.xy = (projtc.xy + projtc.w) * depthfxview.xy; 13: gl_TexCoord[2] = projtc; 14: 15: vec2 offset = gl_MultiTexCoord0.xy*2.82842712474619 - 1.4142135623731; 16: gl_TexCoord[3].xyz = vec3(offset, 1.0); 17: gl_TexCoord[4].xyz = vec3(offset, depthfxparams.y - (gl_ModelViewMatrix * gl_Vertex).z*depthfxparams.x); 18: 19: 20: #define FOG_COORD gl_Vertex 21: gl_FogFragCoord = -dot((FOG_COORD), gl_ModelViewMatrixTranspose[2]); 22: } 23: GLSL ERROR (PS:particlesoft8rect) ERROR: 14:1: 'sampler2DRect' : Reserved word. ERROR: 36:0: '' : compilation terminated ERROR: 2 compilation errors. No code generated. 1: #extension GL_ARB_texture_rectangle : enable 2: uniform sampler2DRect tex2; 3: 4: uniform sampler2D tex0; 5: uniform vec4 depthfxparams; 6: uniform vec4 depthfxselect; 7: void main(void) 8: { 9: vec4 diffuse = texture2D(tex0, gl_TexCoord[0].xy); 10: 11: 12: #define depthvals texture2DRectProj(tex2, gl_TexCoord[2]) 13: 14: float depth = dot(depthvals, depthfxselect); 15: 16: diffuse.a *= clamp(depth - dot(gl_TexCoord[3].xyz, gl_TexCoord[4].xyz), 0.0, 1.0); 17: 18: 19: gl_FragColor = diffuse * gl_TexCoord[1]; 20: 21: #define FOG_COLOR gl_Fog.color 22: gl_FragColor.rgb = mix((FOG_COLOR).rgb, gl_FragColor.rgb, clamp((gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale, 0.0, 1.0)); 23: } 24: GLSL ERROR (VS:blendbrush) ERROR: An exception occurred during compilation: ERROR: Assertion failed: px != 0, in T* boost::shared_ptr::operator->() const [with T = GPUProg::CGRegisterAlloc], defined in /SDK/local/common/include/boost/shared_ptr.hpp in line 253 ERROR: An exception occurred during compilation: basic_string::_M_construct null not valid 1: uniform vec4 texgenS, texgenT; 2: void main(void) 3: { 4: gl_Position = ftransform(); 5: gl_FrontColor = gl_Color; 6: gl_TexCoord[0].xy = vec2(dot(texgenS, gl_Vertex), dot(texgenT, gl_Vertex)); 7: } 8: GLSL ERROR (VS:overbrightdecal) ERROR: An exception occurred during compilation: ERROR: Assertion failed: px != 0, in T* boost::shared_ptr::operator->() const [with T = GPUProg::CGRegisterAlloc], defined in /SDK/local/common/include/boost/shared_ptr.hpp in line 253 ERROR: An exception occurred during compilation: basic_string::_M_construct null not valid 1: #pragma CUBE2_fog 2: void main(void) 3: { 4: gl_Position = ftransform(); 5: gl_FrontColor = gl_Color; 6: gl_TexCoord[0].xy = gl_MultiTexCoord0.xy; 7: 8: #define FOG_COORD gl_Vertex 9: gl_FogFragCoord = -dot((FOG_COORD), gl_ModelViewMatrixTranspose[2]); 10: } 11: GLSL ERROR (VS:saturatedecal) ERROR: An exception occurred during compilation: ERROR: Assertion failed: px != 0, in T* boost::shared_ptr::operator->() const [with T = GPUProg::CGRegisterAlloc], defined in /SDK/local/common/include/boost/shared_ptr.hpp in line 253 ERROR: An exception occurred during compilation: basic_string::_M_construct null not valid 1: #pragma CUBE2_fog 2: void main(void) 3: { 4: gl_Position = ftransform(); 5: gl_FrontColor = gl_Color; 6: gl_TexCoord[0].xy = gl_MultiTexCoord0.xy; 7: 8: #define FOG_COORD gl_Vertex 9: gl_FogFragCoord = -dot((FOG_COORD), gl_ModelViewMatrixTranspose[2]); 10: } 11: GLSL ERROR (VS:skyboxglare) ERROR: An exception occurred during compilation: ERROR: Assertion failed: px != 0, in T* boost::shared_ptr::operator->() const [with T = GPUProg::CGRegisterAlloc], defined in /SDK/local/common/include/boost/shared_ptr.hpp in line 253 ERROR: An exception occurred during compilation: basic_string::_M_construct null not valid 1: void main(void) 2: { 3: gl_Position = ftransform(); 4: gl_FrontColor = gl_Color; 5: gl_TexCoord[0].xy = gl_MultiTexCoord0.xy; 6: } 7: cannot find shader definitions LIBGL: OGLES2 Library and Interface closed