LIBGL: Initialising gl4es LIBGL: v1.0.5 built on Feb 18 2018 16:05:52 LIBGL: Using GLES 2.0 backend LIBGL: OGLES2 Library and Interface open successfuly LIBGL: Hardware test disabled, nothing activated... init_matrix(0x6afd7b68) LIBGL: Targeting OpenGL 2.0 LIBGL: Current folder is:NO NAME:aa glMatrixMode(GL_PROJECTION), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glTranslatef(0.000000, 0.000000, -1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(60.000000, 1.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.500000, 0.866025...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.500000, 0.866025...) glRotatef(-20.000000, 0.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.939693, -0.342020, 0.000000, 0.000000, 0.342020, 0.939693, 0.000000...), list=0x0 => (0.939693, -0.171010, -0.296198, 0.000000, 0.342020, 0.469846, 0.813798...) glPushMatrix(), list=0x0 glRotatef(0.000000, 1.000000, 0.000000, 0.000000), list=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6afdaf20) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, 0x6afdaf10), program=0 glCreateShader(GL_VERTEX_SHADER) glShaderSource(256, 1, 0x686219ac, 0x0) Shader source// FPE_Shader generated // ** Vertex Shader ** // ligthting=1 (twosided=0, separate=0, color_material=1) // secondary=0, planes=000000 // texture=00000000, point=0 varying vec4 Color; struct _gl4es_FPELightSourceParameters1 { highp vec4 ambient; highp vec4 diffuse; highp vec4 specular; highp vec4 position; highp vec3 spotDirection; highp float spotExponent; highp float spotCosCutoff; highp float constantAttenuation; highp float linearAttenuation; highp float quadraticAttenuation; }; struct _gl4es_FPELightSourceParameters0 { highp vec4 ambient; highp vec4 diffuse; highp vec4 specular; highp vec4 position; highp vec3 spotDirection; highp float spotExponent; highp float spotCosCutoff; }; struct _gl4es_LightProducts { highp vec4 ambient; highp vec4 diffuse; highp vec4 specular; }; uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0; uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0; void main() { vec3 normal = gl_NormalMatrix * gl_Normal; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; // ColorMaterial On/Off=1 Front = 0 Back = 0 Color = gl_FrontMaterial.emission; Color += gl_Color*gl_LightModel.ambient; highp float att; highp float spot; highp vec3 VP; highp float lVP; highp float nVP; highp vec3 aa,dd,ss; highp vec3 hi; // light 0 on, light_direction=0, light_cutoff180=0 att = 1.0; VP = normalize(_gl4es_LightSource_0.position.xyz); aa = gl_Color.xyz * _gl4es_LightSource_0.ambient.xyz; nVP = dot(normal, VP); dd = (nVP>0.)?(nVP * gl_Color.xyz * _gl4es_LightSource_0.diffuse.xyz):vec3(0.); hi = normalize(VP + vec3(0., 0., 1.)); lVP = dot(normal, hi); ss = (nVP>0. && lVP>0.)?(_gl4es_FrontLightProduct_0.specular.xyz):vec3(0.); Color.rgb += att*(aa+dd+ss); // end of light 0 Color.a = gl_Color.a; Color.rgb = clamp(Color.rgb, 0., 1.); // texturing } : (FPEShader generated) New Shader source: #version 100 precision mediump float; precision mediump int; uniform highp mat4 _gl4es_ModelViewProjectionMatrix; uniform highp mat3 _gl4es_NormalMatrix; attribute highp vec4 _gl4es_Vertex; attribute lowp vec4 _gl4es_Color; attribute highp vec3 _gl4es_Normal; struct _gl4es_LightModelParameters { vec4 ambient; }; uniform _gl4es_LightModelParameters _gl4es_LightModel; struct _gl4es_MaterialParameters { vec4 emission; vec4 ambient; vec4 diffuse; vec4 specular; float shininess; }; uniform _gl4es_MaterialParameters _gl4es_FrontMaterial; uniform _gl4es_MaterialParameters _gl4es_BackMaterial; // FPE_Shader generated // ** Vertex Shader ** // ligthting=1 (twosided=0, separate=0, color_material=1) // secondary=0, planes=000000 // texture=00000000, point=0 varying vec4 Color; struct _gl4es_FPELightSourceParameters1 { highp vec4 ambient; highp vec4 diffuse; highp vec4 specular; highp vec4 position; highp vec3 spotDirection; highp float spotExponent; highp float spotCosCutoff; highp float constantAttenuation; highp float linearAttenuation; highp float quadraticAttenuation; }; struct _gl4es_FPELightSourceParameters0 { highp vec4 ambient; highp vec4 diffuse; highp vec4 specular; highp vec4 position; highp vec3 spotDirection; highp float spotExponent; highp float spotCosCutoff; }; struct _gl4es_LightProducts { highp vec4 ambient; highp vec4 diffuse; highp vec4 specular; }; uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0; uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0; void main() { vec3 normal = _gl4es_NormalMatrix * _gl4es_Normal; gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex; // ColorMaterial On/Off=1 Front = 0 Back = 0 Color = _gl4es_FrontMaterial.emission; Color += _gl4es_Color*_gl4es_LightModel.ambient; highp float att; highp float spot; highp vec3 VP; highp float lVP; highp float nVP; highp vec3 aa,dd,ss; highp vec3 hi; // light 0 on, light_direction=0, light_cutoff180=0 att = 1.0; VP = normalize(_gl4es_LightSource_0.position.xyz); aa = _gl4es_Color.xyz * _gl4es_LightSource_0.ambient.xyz; nVP = dot(normal, VP); dd = (nVP>0.)?(nVP * _gl4es_Color.xyz * _gl4es_LightSource_0.diffuse.xyz):vec3(0.); hi = normalize(VP + vec3(0., 0., 1.)); lVP = dot(normal, hi); ss = (nVP>0. && lVP>0.)?(_gl4es_FrontLightProduct_0.specular.xyz):vec3(0.); Color.rgb += att*(aa+dd+ss); // end of light 0 Color.a = _gl4es_Color.a; Color.rgb = clamp(Color.rgb, 0., 1.); // texturing } glCompileShader(256) glGetShaderiv(256, 0x8B81, 0x66fda564) glCreateShader(GL_FRAGMENT_SHADER) glShaderSource(257, 1, 0x686219ac, 0x0) Shader source// FPE_Shader generated // ** Fragment Shader ** // lighting=1, alpha=0, secondary=0, planes=000000, texture=00000000, texformat=00000000 point=0 varying vec4 Color; void main() { vec4 fColor = Color; gl_FragColor = fColor; }: (FPEShader generated) New Shader source: #version 100 precision mediump float; precision mediump int; // FPE_Shader generated // ** Fragment Shader ** // lighting=1, alpha=0, secondary=0, planes=000000, texture=00000000, texformat=00000000 point=0 varying vec4 Color; void main() { vec4 fColor = Color; gl_FragColor = fColor; } glCompileShader(257) glGetShaderiv(257, 0x8B81, 0x66fda564) glCreateProgram() glAttachShader(256, 256) glAttachShader(256, 257) glLinkProgram(256) link status = 1 uniform #0 : "_gl4es_NormalMatrix" (builtin) type=GL_FLOAT_MAT3 size=1 uniform #1 : "_gl4es_ModelViewProjectionMatrix" (builtin) type=GL_FLOAT_MAT4 size=1 uniform #2 : "_gl4es_FrontMaterial.emission" (builtin) type=GL_FLOAT_VEC4 size=1 uniform #3 : "_gl4es_FrontMaterial.ambient" (builtin) type=GL_FLOAT_VEC4 size=1 uniform #4 : "_gl4es_FrontMaterial.diffuse" (builtin) type=GL_FLOAT_VEC4 size=1 uniform #5 : "_gl4es_FrontMaterial.specular" (builtin) type=GL_FLOAT_VEC4 size=1 uniform #6 : "_gl4es_FrontMaterial.shininess" (builtin) type=GL_FLOAT size=1 uniform #7 : "_gl4es_LightModel.ambient" (builtin) type=GL_FLOAT_VEC4 size=1 uniform #8 : "_gl4es_LightSource_0.ambient" (builtin) type=GL_FLOAT_VEC4 size=1 uniform #9 : "_gl4es_LightSource_0.diffuse" (builtin) type=GL_FLOAT_VEC4 size=1 uniform #10 : "_gl4es_LightSource_0.specular" (builtin) type=GL_FLOAT_VEC4 size=1 uniform #11 : "_gl4es_LightSource_0.position" (builtin) type=GL_FLOAT_VEC4 size=1 uniform #12 : "_gl4es_LightSource_0.spotDirection" (builtin) type=GL_FLOAT_VEC3 size=1 uniform #13 : "_gl4es_LightSource_0.spotExponent" (builtin) type=GL_FLOAT size=1 uniform #14 : "_gl4es_LightSource_0.spotCosCutoff" (builtin) type=GL_FLOAT size=1 uniform #15 : "_gl4es_FrontLightProduct_0.ambient" (builtin) type=GL_FLOAT_VEC4 size=1 uniform #16 : "_gl4es_FrontLightProduct_0.diffuse" (builtin) type=GL_FLOAT_VEC4 size=1 uniform #17 : "_gl4es_FrontLightProduct_0.specular" (builtin) type=GL_FLOAT_VEC4 size=1 uniform #18 : "_gl4es_BackMaterial.emission" (builtin) type=GL_FLOAT_VEC4 size=1 uniform #19 : "_gl4es_BackMaterial.ambient" (builtin) type=GL_FLOAT_VEC4 size=1 uniform #20 : "_gl4es_BackMaterial.diffuse" (builtin) type=GL_FLOAT_VEC4 size=1 uniform #21 : "_gl4es_BackMaterial.specular" (builtin) type=GL_FLOAT_VEC4 size=1 uniform #22 : "_gl4es_BackMaterial.shininess" (builtin) type=GL_FLOAT size=1 attrib #0 : _gl4es_Normal (builtin) type=GL_FLOAT_VEC3 size=1 attrib #1 : _gl4es_Vertex (builtin) type=GL_FLOAT_VEC4 size=1 attrib #2 : _gl4es_Color (builtin) type=GL_FLOAT_VEC4 size=1 glGetProgramiv(256, GL_LINK_STATUS, 0x66fda564) creating FPE shader : 256(0x66be6d38) Use FPE program 256 GoUniformMatrix4fv(0x66be6d38[256], 1, 1, 0, 0x6afd859c) p=>(0.939693, -0.171010, -0.296198, 0.000000, 0.342020...) GoUniformMatrix4fv(0x66be6d38[256], -1, 1, 1, 0x6afd859c) p=>(0.939693, -0.171010, -0.296198, 0.000000, 0.342020...) GoUniformMatrix3fv(0x66be6d38[256], 0, 1, 0, 0x6afd8624) GoUniformif(0x66be6d38[256], 8, 4, 1, 0x6afd9074) =>(0.000000...) GoUniformif(0x66be6d38[256], 9, 4, 1, 0x6afd9084) =>(1.000000...) GoUniformif(0x66be6d38[256], 10, 4, 1, 0x6afd9094) =>(1.000000...) GoUniformif(0x66be6d38[256], 11, 4, 1, 0x6afd90b0) =>(1.281713...) GoUniformif(0x66be6d38[256], 12, 3, 1, 0x6afd90c0) =>(0.000000...) GoUniformif(0x66be6d38[256], 13, 1, 1, 0x6afd90cc) =>(0.000000...) GoUniformif(0x66be6d38[256], -1, 1, 1, 0x6afd90d0) =>(180.000000...) GoUniformif(0x66be6d38[256], 14, 1, 1, 0x66be6f08) =>(0.000000...) GoUniformif(0x66be6d38[256], -1, 1, 1, 0x6afd90a4) =>(1.000000...) GoUniformif(0x66be6d38[256], -1, 1, 1, 0x6afd90a8) =>(0.000000...) GoUniformif(0x66be6d38[256], -1, 1, 1, 0x6afd90ac) =>(0.000000...) GoUniformif(0x66be6d38[256], 15, 4, 1, 0x66fdaa28) =>(0.000000...) GoUniformif(0x66be6d38[256], 16, 4, 1, 0x66fdaa28) =>(0.800000...) GoUniformif(0x66be6d38[256], 17, 4, 1, 0x66fdaa28) =>(0.000000...) GoUniformif(0x66be6d38[256], 7, 4, 1, 0x6afd9374) =>(0.200000...) GoUniformif(0x66be6d38[256], 2, 4, 1, 0x6afd93e0) =>(0.000000...) GoUniformif(0x66be6d38[256], 3, 4, 1, 0x6afd93b0) =>(0.200000...) GoUniformif(0x66be6d38[256], 4, 4, 1, 0x6afd93c0) =>(0.800000...) GoUniformif(0x66be6d38[256], 5, 4, 1, 0x6afd93d0) =>(0.000000...) GoUniformif(0x66be6d38[256], 6, 1, 1, 0x6afd93f0) =>(0.000000...) GoUniformif(0x66be6d38[256], -1, 1, 1, 0x6afd93cc) =>(1.000000...) GoUniformif(0x66be6d38[256], 18, 4, 1, 0x6afd9434) =>(0.000000...) GoUniformif(0x66be6d38[256], 19, 4, 1, 0x6afd9404) =>(0.200000...) GoUniformif(0x66be6d38[256], 20, 4, 1, 0x6afd9414) =>(0.800000...) GoUniformif(0x66be6d38[256], 21, 4, 1, 0x6afd9424) =>(0.000000...) GoUniformif(0x66be6d38[256], 22, 1, 1, 0x6afd9444) =>(0.000000...) GoUniformif(0x66be6d38[256], -1, 1, 1, 0x6afd9420) =>(1.000000...) glVertexAttrib4fv(0, 0x6afd9630) => (-1.000000, 0.000000, 0.000000, 1.000000) VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6afdaf20) glVertexAttrib4fv(2, 0x6afd9688) => (1.000000, 0.000000, 0.000000, 1.000000) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66be7e90) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, 0x66be7768), program=0 GoUniformMatrix4fv(0x66be6d38[256], 1, 1, 0, 0x6afd859c) p=>(0.939693, -0.171010, -0.296198, 0.000000, 0.342020...) GoUniformMatrix4fv(0x66be6d38[256], -1, 1, 1, 0x6afd859c) p=>(0.939693, -0.171010, -0.296198, 0.000000, 0.342020...) GoUniformMatrix3fv(0x66be6d38[256], 0, 1, 0, 0x6afd8624) GoUniformif(0x66be6d38[256], 8, 4, 1, 0x6afd9074) =>(0.000000...) GoUniformif(0x66be6d38[256], 9, 4, 1, 0x6afd9084) =>(1.000000...) GoUniformif(0x66be6d38[256], 10, 4, 1, 0x6afd9094) =>(1.000000...) GoUniformif(0x66be6d38[256], 11, 4, 1, 0x6afd90b0) =>(1.281713...) GoUniformif(0x66be6d38[256], 12, 3, 1, 0x6afd90c0) =>(0.000000...) GoUniformif(0x66be6d38[256], 13, 1, 1, 0x6afd90cc) =>(0.000000...) GoUniformif(0x66be6d38[256], -1, 1, 1, 0x6afd90d0) =>(180.000000...) GoUniformif(0x66be6d38[256], 14, 1, 1, 0x66be6f08) =>(0.000000...) GoUniformif(0x66be6d38[256], -1, 1, 1, 0x6afd90a4) =>(1.000000...) GoUniformif(0x66be6d38[256], -1, 1, 1, 0x6afd90a8) =>(0.000000...) GoUniformif(0x66be6d38[256], -1, 1, 1, 0x6afd90ac) =>(0.000000...) GoUniformif(0x66be6d38[256], 15, 4, 1, 0x66fdaa28) =>(0.000000...) GoUniformif(0x66be6d38[256], 16, 4, 1, 0x66fdaa28) =>(0.800000...) GoUniformif(0x66be6d38[256], 17, 4, 1, 0x66fdaa28) =>(0.000000...) GoUniformif(0x66be6d38[256], 7, 4, 1, 0x6afd9374) =>(0.200000...) GoUniformif(0x66be6d38[256], 2, 4, 1, 0x6afd93e0) =>(0.000000...) GoUniformif(0x66be6d38[256], 3, 4, 1, 0x6afd93b0) =>(0.200000...) GoUniformif(0x66be6d38[256], 4, 4, 1, 0x6afd93c0) =>(0.800000...) GoUniformif(0x66be6d38[256], 5, 4, 1, 0x6afd93d0) =>(0.000000...) GoUniformif(0x66be6d38[256], 6, 1, 1, 0x6afd93f0) =>(0.000000...) GoUniformif(0x66be6d38[256], -1, 1, 1, 0x6afd93cc) =>(1.000000...) GoUniformif(0x66be6d38[256], 18, 4, 1, 0x6afd9434) =>(0.000000...) GoUniformif(0x66be6d38[256], 19, 4, 1, 0x6afd9404) =>(0.200000...) GoUniformif(0x66be6d38[256], 20, 4, 1, 0x6afd9414) =>(0.800000...) GoUniformif(0x66be6d38[256], 21, 4, 1, 0x6afd9424) =>(0.000000...) GoUniformif(0x66be6d38[256], 22, 1, 1, 0x6afd9444) =>(0.000000...) GoUniformif(0x66be6d38[256], -1, 1, 1, 0x6afd9420) =>(1.000000...) glVertexAttrib4fv(0, 0x6afd9630) => (0.000000, 1.000000, 0.000000, 1.000000) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66be7e90) glVertexAttrib4fv(2, 0x6afd9688) => (0.000000, 1.000000, 0.000000, 1.000000) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6afdaf10) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, 0x66be7768), program=0 GoUniformMatrix4fv(0x66be6d38[256], 1, 1, 0, 0x6afd859c) p=>(0.939693, -0.171010, -0.296198, 0.000000, 0.342020...) GoUniformMatrix4fv(0x66be6d38[256], -1, 1, 1, 0x6afd859c) p=>(0.939693, -0.171010, -0.296198, 0.000000, 0.342020...) GoUniformMatrix3fv(0x66be6d38[256], 0, 1, 0, 0x6afd8624) GoUniformif(0x66be6d38[256], 8, 4, 1, 0x6afd9074) =>(0.000000...) GoUniformif(0x66be6d38[256], 9, 4, 1, 0x6afd9084) =>(1.000000...) GoUniformif(0x66be6d38[256], 10, 4, 1, 0x6afd9094) =>(1.000000...) GoUniformif(0x66be6d38[256], 11, 4, 1, 0x6afd90b0) =>(1.281713...) GoUniformif(0x66be6d38[256], 12, 3, 1, 0x6afd90c0) =>(0.000000...) GoUniformif(0x66be6d38[256], 13, 1, 1, 0x6afd90cc) =>(0.000000...) GoUniformif(0x66be6d38[256], -1, 1, 1, 0x6afd90d0) =>(180.000000...) GoUniformif(0x66be6d38[256], 14, 1, 1, 0x66be6f08) =>(0.000000...) GoUniformif(0x66be6d38[256], -1, 1, 1, 0x6afd90a4) =>(1.000000...) GoUniformif(0x66be6d38[256], -1, 1, 1, 0x6afd90a8) =>(0.000000...) GoUniformif(0x66be6d38[256], -1, 1, 1, 0x6afd90ac) =>(0.000000...) GoUniformif(0x66be6d38[256], 15, 4, 1, 0x66fdaa28) =>(0.000000...) GoUniformif(0x66be6d38[256], 16, 4, 1, 0x66fdaa28) =>(0.800000...) GoUniformif(0x66be6d38[256], 17, 4, 1, 0x66fdaa28) =>(0.000000...) GoUniformif(0x66be6d38[256], 7, 4, 1, 0x6afd9374) =>(0.200000...) GoUniformif(0x66be6d38[256], 2, 4, 1, 0x6afd93e0) =>(0.000000...) GoUniformif(0x66be6d38[256], 3, 4, 1, 0x6afd93b0) =>(0.200000...) GoUniformif(0x66be6d38[256], 4, 4, 1, 0x6afd93c0) =>(0.800000...) GoUniformif(0x66be6d38[256], 5, 4, 1, 0x6afd93d0) =>(0.000000...) GoUniformif(0x66be6d38[256], 6, 1, 1, 0x6afd93f0) =>(0.000000...) GoUniformif(0x66be6d38[256], -1, 1, 1, 0x6afd93cc) =>(1.000000...) GoUniformif(0x66be6d38[256], 18, 4, 1, 0x6afd9434) =>(0.000000...) GoUniformif(0x66be6d38[256], 19, 4, 1, 0x6afd9404) =>(0.200000...) GoUniformif(0x66be6d38[256], 20, 4, 1, 0x6afd9414) =>(0.800000...) GoUniformif(0x66be6d38[256], 21, 4, 1, 0x6afd9424) =>(0.000000...) GoUniformif(0x66be6d38[256], 22, 1, 1, 0x6afd9444) =>(0.000000...) GoUniformif(0x66be6d38[256], -1, 1, 1, 0x6afd9420) =>(1.000000...) glVertexAttrib4fv(0, 0x6afd9630) => (1.000000, 0.000000, 0.000000, 1.000000) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6afdaf10) glVertexAttrib4fv(2, 0x6afd9688) => (0.000000, 0.000000, 1.000000, 1.000000) LIBGL: OGLES2 Library and Interface closed