[thread ffffffff][I][0]: Log system initialised [thread ffffffff][I][0]: Default allowed number of simultaneously open files in the system is 2448. [thread ffffffff][I][0]: Current memlock limit is 4294967295. [thread ffffffff][I][1]: setup_teb_register() - using LDT entry 13 [thread 00000001][I][26]: Creating OpenGL Core context failed [thread 00000001][I][43]: OpenGL information: [thread 00000001][I][43]: renderer: Gallium 0.4 on ATI RC410 [thread 00000001][I][43]: vendor: X.Org R300 Project [thread 00000001][I][43]: version: 2.1 Mesa 11.1.2 [thread 00000001][I][43]: GLSL version: 1.20 [thread 00000001][I][43]: Max surface size: 2048 [thread 00000001][I][43]: Supported and usable: texture_mirror_clamp_to_edge: yes [thread 00000001][I][43]: Supported and usable: texture_storage: yes [thread 00000001][I][43]: Supported and usable: copy_image: yes [thread 00000001][I][43]: Supported and usable: texture_storage_multisample: yes [thread 00000001][I][43]: Supported and usable: texture_view: yes [thread 00000001][I][43]: Supported and usable: ATI_separate_stencil: yes [thread 00000001][I][43]: Supported and usable: EXT_stencil_two_side: no [thread 00000001][I][43]: Supported and usable: texture_filter_anisotropic: yes [thread 00000001][I][43]: Supported and usable: explicit_attrib_location: yes [thread 00000001][I][43]: Supported and usable: compressed 3D textures (VTC): no [thread 00000001][I][44]: Available texture memory (from MESA extension): 128 MB [thread 00000001][I][44]: Multisample textures test: [thread 00000001][I][44]: GL_RGBA8 (0x8058): 6 samples [thread 00000001][I][44]: GL_RGBA8UI (0x8d7c): 6 samples [thread 00000001][I][44]: GL_RGBA8I (0x8d8e): 6 samples [thread 00000001][I][44]: GL_RGBA12 (0x805a): 6 samples [thread 00000001][I][44]: GL_RGBA16 (0x805b): 6 samples [thread 00000001][I][44]: GL_RGBA16F (0x881a): 6 samples [thread 00000001][I][44]: GL_RGBA32 (0x8814): 6 samples [thread 00000001][I][44]: GL_RGBA16I (0x8d88): 6 samples [thread 00000001][I][44]: GL_RGBA16UI (0x8d76): 6 samples [thread 00000001][I][44]: GL_RGBA32I (0x8d82): 6 samples [thread 00000001][I][44]: GL_RGBA32UI (0x8d70): 6 samples [thread 00000001][I][44]: GL_RGB8 (0x8051): 6 samples [thread 00000001][I][44]: GL_RGB32F (0x8815): 6 samples [thread 00000001][I][44]: GL_RGB32I (0x8d83): 6 samples [thread 00000001][I][44]: GL_RGB32UI (0x8d71): 6 samples [thread 00000001][I][44]: GL_RG8 (0x822b): 6 samples [thread 00000001][I][44]: GL_RG16 (0x822c): 6 samples [thread 00000001][I][44]: GL_RG16F (0x822f): 6 samples [thread 00000001][I][44]: GL_RG32F (0x8230): 6 samples [thread 00000001][I][44]: GL_RG8I (0x8237): 6 samples [thread 00000001][I][44]: GL_RG8UI (0x8238): 6 samples [thread 00000001][I][44]: GL_RG16I (0x8239): 6 samples [thread 00000001][I][44]: GL_RG16UI (0x823a): 6 samples [thread 00000001][I][44]: GL_RG32I (0x823b): 6 samples [thread 00000001][I][44]: GL_RG32UI (0x823c): 6 samples [thread 00000001][I][44]: GL_R8 (0x8229): 6 samples [thread 00000001][I][44]: GL_R16 (0x822a): 6 samples [thread 00000001][I][44]: GL_R16F (0x822d): 6 samples [thread 00000001][I][44]: GL_R32F (0x822e): 6 samples [thread 00000001][I][44]: GL_R8I (0x8231): 6 samples [thread 00000001][I][45]: GL_R8UI (0x8232): 6 samples [thread 00000001][I][45]: GL_R16I (0x8233): 6 samples [thread 00000001][I][45]: GL_R16UI (0x8234): 6 samples [thread 00000001][I][45]: GL_R32I (0x8235): 6 samples [thread 00000001][I][45]: GL_R32UI (0x8236): 6 samples [thread 00000001][I][45]: GL_R8_SNORM (0x8f94): 6 samples [thread 00000001][I][45]: GL_R16_SNORM (0x8f98): 6 samples [thread 00000001][I][45]: GL_RG8_SNORM (0x8f95): 6 samples [thread 00000001][I][45]: GL_RG16_SNORM (0x8f99): 6 samples [thread 00000001][I][45]: GL_RGBA8_SNORM (0x8f97): 6 samples [thread 00000001][I][45]: GL_RGBA16_SNORM (0x8f9b): 6 samples [thread 00000001][I][45]: GL_SRGB8 (0x8c41): 6 samples [thread 00000001][I][45]: GL_SRGB8_ALPHA8 (0x8c43): 6 samples [thread 00000001][I][45]: GL_DEPTH_COMPONENT32F (0x8cac): 6 samples [thread 00000001][I][45]: GL_DEPTH24_STENCIL8 (0x88f0): 6 samples [thread 00000001][I][45]: GL_DEPTH_COMPONENT16 (0x81a5): 6 samples [thread 00000001][I][45]: GL_DEPTH_COMPONENT24 (0x81a6): 6 samples [thread 00000001][I][45]: GL_DEPTH32F_STENCIL8 (0x8cad): 6 samples [thread 00000001][I][45]: GL_RGB10_A2 (0x8059): 6 samples [thread 00000001][I][45]: GL_RGB10_A2UI (0x906f): 6 samples [thread 00000001][I][45]: GL_R11F_G11F_B10F (0x8c3a): 6 samples [thread 00000001][I][45]: GL_RGB565 (0x8d62): 6 samples [thread 00000001][I][45]: GL_RGB5_A1 (0x8057): 6 samples [thread 00000001][I][45]: GL_RGB9_E5 (0x8c3d): 6 samples [thread 00000001][I][50]: Found no valid VPFS database; created empty one. [thread 00000001][I][50]: Command line: 'C:\home\kacper\.local\share\Steam\steamapps\common\Stronghold3\bin\win32_release\Stronghold3.exe' [thread 00000001][I][175]: TomCrypt initializing... [thread 00000001][I][175]: TomCrypt initialized [thread 00000001][I][175]: DLL_PROCESS_ATTACH start. [thread 00000001][W][178]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000001][W][178]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000001][I][189]: DLL_PROCESS_ATTACH done. [thread 00000004][W][192]: eON_HeapSetInformation() - requested heap corruption termination, ignoring [thread 00000004][W][211]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000004][W][211]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000004][W][212]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000004][W][3954]: eON_GetProcAddress() for module 0x1130000, in PE file 'msvcrt.dll' FAILED. Proc not found at name '_get_terminate'. [thread 00000004][E][4040]: Game is asking for capture devices. As on Linux presently their support is not coded, we return no capture devices. This error will be reported only once per game launch. [thread 00000004][I][4040]: Enumerating COM libraries... [thread 00000004][W][4052]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_CURRENT_USER, subkey = SOFTWARE\PersonalAudio\MyEars [thread 00000004][I][4052]: Initializing primary sound buffer [thread 00000004][W][4094]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000001][W][4098]: Attempt to set main game window display mode, when there's no main game window! [thread 00000004][W][4098]: FindResourceExW() returning NULL. Name with id 32512 not found in module (nil) [thread 00000004][I][4166]: GetDeviceCaps( hdc = 0x97979798, nIndex = 4 (HORZSIZE) ) [thread 00000004][I][4166]: GetDeviceCaps() returning 12 [thread 00000004][I][4166]: GetDeviceCaps( hdc = 0x97979798, nIndex = 6 (VERTSIZE) ) [thread 00000004][I][4166]: GetDeviceCaps() returning 12 [thread 00000004][I][4197]: Available video memory: 128 MB [thread 00000004][I][4197]: Available texture memory: 128 MB [thread 00000009][I][4206]: OPENGL: OpenGL thread start [thread 00000009][I][4213]: OpenGL backend to Direct3D9: SUMMARY OF FALLBACKS AND INEFFICIENCIES: [thread 00000009][I][4214]: - OpenGL Core context not selected or not available from OpenGL driver. Selected old OpenGL 2.1 context. This will likely result in slowdown due to automatic selection of fallback paths for some rendering pipeline elements. [thread 00000009][I][4214]: OpenGL backend to Direct3D9: END OF SUMMARY [thread 00000009][W][4230]: OPENGL CACHE: point size - aliased min limit is 1.000000, antialiased is 0.000000 [thread 00000009][I][4230]: Recommended max number of vertices addressed in one glDrawRangeElements() call: 3000 [thread 00000009][I][4230]: Recommended max number of indices addressed in one glDrawRangeElements() call: 3000 [thread 00000004][I][4296]: Max D3D9 surface size is now 4096000 [thread 00000004][W][4640]: Refreshing folder '/home/kacper/.local/share/firefly/stronghold3/GameDocuments/Stronghold 3/', temp folder is 'C:\tmp\strondn5UnE\'. [thread 00000004][W][4640]: Refreshing folder '/home/kacper/.local/share/firefly/stronghold3/GameDocuments/Stronghold 3/', temp folder is 'C:\tmp\strondn5UnE\'. [thread 00000009][I][5639]: No OpenGL commands for full second. Flushing GL to make sure it hasn't deadlocked. [thread 00000004][W][21627]: SetWindowPos wants us to draw frame around window. Ignoring that for now. [thread 00000009][I][22656]: No OpenGL commands for full second. Flushing GL to make sure it hasn't deadlocked. [thread 00000004][W][44303]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000004][W][44309]: SetWindowPos wants us to draw frame around window. Ignoring that for now. [thread 00000004][W][44325]: SetWindowPos wants us to draw frame around window. Ignoring that for now. [thread 00000004][W][44353]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000004][W][44353]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000004][W][44353]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000004][W][44353]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000004][W][44353]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000004][W][44353]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000004][W][44353]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000004][W][44353]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000004][W][44353]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000004][W][44353]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000004][W][44353]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000004][W][44353]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000004][W][44353]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000004][W][44353]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000004][W][44353]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000004][W][44353]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000004][W][44354]: EnumDisplaySettings() is passed the DEVMODE struct size indicating that the game wants additional information, which we aren't filling. Returning spec indicating older Windows and less information. [thread 00000004][W][44362]: SetWindowPos wants us to draw frame around window. Ignoring that for now. [thread 00000009][I][45374]: No OpenGL commands for full second. Flushing GL to make sure it hasn't deadlocked. [thread 00000004][W][46342]: Refreshing folder '/home/kacper/.local/share/firefly/stronghold3/GameDocuments/Stronghold 3/Profiles/', temp folder is 'C:\tmp\strondn5UnE\'. [thread 00000004][I][53251]: Max D3D9 surface size is now 4194304 [thread 00000009][I][54252]: No OpenGL commands for full second. Flushing GL to make sure it hasn't deadlocked. [thread 00000004][I][55190]: Max D3D9 volume size is now 131072 [thread 00000009][E][55395]: Vertex shader failed to compile! [thread 00000009][E][55395]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 VConstFloat[256]; uniform ivec4 VConstInt[16]; uniform bool VConstBool[16]; uniform vec4 PositionFix; attribute vec4 eON_AttrPosition0; vec4 ON_AttrPosition0 = eON_AttrPosition0; attribute vec4 eON_AttrColor0; vec4 ON_AttrColor0 = eON_AttrColor0; vec4 InstrHelpTemp; const vec4 LocalConst0 = vec4(1.000000000, -1.000000000, 0.000000000, 0.000000000); void main() { gl_Position = ((ON_AttrPosition0.xyxx * LocalConst0.xyzz) + LocalConst0.zzzx); gl_FrontColor = (ON_AttrColor0.zyxw); gl_FrontColor = clamp( gl_FrontColor, 0.0, 1.0 ); gl_FogFragCoord = 0.0; gl_Position.y = -gl_Position.y; gl_Position.xy += gl_Position.ww * PositionFix.zw; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; } [thread 00000009][E][55395]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in vertex shader [thread 00000009][E][55395]: Fragment shader failed to compile! [thread 00000009][E][55395]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 PConstFloat[32]; uniform ivec4 PConstInt[16]; uniform bool PConstBool[16]; vec4 Temporary0; vec4 InstrHelpTemp; const vec4 LocalConst0 = vec4(0.000000000, 1.000000000, 0.000000000, 0.000000000); const vec4 LocalConst1 = vec4(1.000000000, 1.000000000, 1.000000000, 0.000000000); void main() { gl_FragData[0] = (gl_Color.rgba); Temporary0 = (LocalConst0.rrrr); gl_FragData[1] = (Temporary0.rgba); Temporary0 = (LocalConst0.gbra); gl_FragData[2] = (Temporary0.rgba); gl_FragData[3] = (LocalConst1.rgba); } [thread 00000009][E][55395]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in fragment shader [thread 00000009][E][55395]: Program 8 failed to link! [thread 00000009][E][55395]: attached shader: 6 [thread 00000009][E][55395]: attached shader: 7 [thread 00000009][E][55395]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55395]: Wasn't able to link program properly from vertex shader 6 and fragment shader 7 in SetupRenderPipeline()!!!! [thread 00000009][E][55395]: Couldn't set up render pipeline in DrawPrimitive! Skipping the draw. [thread 00000009][E][55397]: Vertex shader failed to compile! [thread 00000009][E][55397]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 VConstFloat[256]; uniform ivec4 VConstInt[32]; uniform bool VConstBool[32]; uniform vec4 PositionFix; varying vec4 eON_Texcoord8; vec4 OUT[12]; vec4 Temporary0; vec4 Temporary1; attribute vec4 eON_AttrPosition0; vec4 ON_AttrPosition0 = eON_AttrPosition0; attribute vec4 eON_AttrTexCoord0; vec4 ON_AttrTexCoord0 = eON_AttrTexCoord0; vec4 InstrHelpTemp; const vec4 LocalConst4 = vec4(0.500000000, 1.000000000, -1.000000000, 0.000000000); void main() { Temporary0.x = (( ( VConstFloat[64].x == 0.0 ) ? 3.4028235E+38 : ( 1.0 / VConstFloat[64].x ) ) ); Temporary0.y = (( ( VConstFloat[64].y == 0.0 ) ? 3.4028235E+38 : ( 1.0 / VConstFloat[64].y ) ) ); Temporary0.xy = (Temporary0.xy * VConstFloat[65].xy); Temporary0.zw = ((ON_AttrPosition0.xy * LocalConst4.xx) + LocalConst4.xx); Temporary1.x = (LocalConst4.x); Temporary0.zw = ((VConstFloat[64].xy * Temporary1.xx) + Temporary0.zw); OUT[4].xy = (Temporary0.xy * Temporary0.zw); OUT[1].xy = (Temporary0.zw); OUT[2].z = (( ( VConstFloat[24].y == 0.0 ) ? 3.4028235E+38 : ( 1.0 / VConstFloat[24].y ) ) ); OUT[0] = ((ON_AttrPosition0.xyxx * LocalConst4.yzww) + LocalConst4.wwwy); OUT[2].xy = (VConstFloat[24].xy); OUT[3].xyz = (ON_AttrTexCoord0.xyz); OUT[5] = (VConstFloat[0].xyzw); OUT[6] = (VConstFloat[1].xyzw); OUT[7] = (VConstFloat[2].xyzw); OUT[8] = (VConstFloat[3].xyzw); gl_Position = OUT[0]; gl_TexCoord[1].xy = OUT[1].xy; gl_TexCoord[2].xyz = OUT[2].xyz; gl_TexCoord[3].xyz = OUT[3].xyz; gl_TexCoord[4].xy = OUT[4].xy; gl_TexCoord[5] = OUT[5]; gl_TexCoord[6] = OUT[6]; gl_TexCoord[7] = OUT[7]; eON_Texcoord8 = OUT[8]; gl_FogFragCoord = 0.0; gl_Position.y = -gl_Position.y; gl_Position.xy += gl_Position.ww * PositionFix.zw; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; } [thread 00000009][E][55397]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in vertex shader [thread 00000009][E][55429]: Fragment shader failed to compile! [thread 00000009][E][55429]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 PConstFloat[224]; uniform ivec4 PConstInt[16]; uniform bool PConstBool[16]; uniform sampler2D PSampler0; uniform sampler2D PSampler1; uniform sampler2D PSampler2; vec4 IN[13]; vec4 Temporary0; vec4 Temporary1; vec4 Temporary2; vec4 Temporary3; vec4 Temporary4; vec4 Temporary5; vec4 InstrHelpTemp; const vec4 LocalConst0 = vec4(0.999000013, -0.007843138, 2.000000000, -1.000000000); const vec4 LocalConst1 = vec4(0.500000000, -0.500000000, 0.000000000, 1.000000000); const vec4 LocalConst2 = vec4(10000000000.000000000, 32.000000000, 0.031250000, 0.000000000); void main() { IN[0].rg = gl_TexCoord[1].rg; IN[1].g = gl_TexCoord[2].g; IN[2].rgb = gl_TexCoord[3].rgb; IN[3].rg = gl_TexCoord[4].rg; IN[4].rgb = gl_TexCoord[5].rgb; IN[5].rgb = gl_TexCoord[6].rgb; IN[6].rgb = gl_TexCoord[7].rgb; Temporary0 = (texture2D( PSampler0, IN[0].rg ).rgba ); Temporary1 = (-Temporary0.rrrr + LocalConst0.rrrr); Temporary0.rgb = (Temporary0.rrr * IN[2].rgb); if( any( lessThan( Temporary1.rgba, vec4(0.0) ) ) ) discard; Temporary1 = (texture2D( PSampler1, IN[0].rg ).rgba ); Temporary2 = (Temporary1.aaaa + LocalConst0.gggg); Temporary1.rgb = ((Temporary1.rgb * LocalConst0.bbb) + LocalConst0.aaa); if( any( lessThan( Temporary2.rgba, vec4(0.0) ) ) ) discard; Temporary2.rgb = (Temporary1.ggg * IN[5].rgb); Temporary1.rga = ((IN[4].rgb * Temporary1.rrr) + Temporary2.rgb); Temporary1.rgb = ((IN[6].rgb * Temporary1.bbb) + Temporary1.rga); Temporary2.rg = (PConstFloat[34].rg + IN[3].rg); Temporary2 = (texture2D( PSampler2, Temporary2.rg ).rgba ); Temporary2.rgb = ((Temporary2.rgb * LocalConst0.bbb) + LocalConst0.aaa); Temporary0.a = (dot(PConstFloat[39].rgb,Temporary2.rgb)); Temporary0.a = (Temporary0.a + Temporary0.a); Temporary3.rgb = ((Temporary2.rgb * -Temporary0.aaa) + PConstFloat[39].rgb); Temporary0.a = (dot(Temporary3.rgb,Temporary1.rgb)); Temporary1.a = (( -Temporary0.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary0.a = (( Temporary0.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary0.a = (Temporary0.a + Temporary1.a); Temporary3.rgb = ((Temporary3.rgb * Temporary0.aaa) + Temporary0.rgb); Temporary0.a = (Temporary3.b); Temporary0.a = (( ( Temporary0.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary0.a ) ) ); Temporary4.rg = (LocalConst1.rg); Temporary4.rg = (Temporary4.rg * PConstFloat[33].rg); Temporary3.rg = (Temporary3.rg * Temporary4.rg); Temporary3.rg = ((Temporary3.rg * Temporary0.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.rg ).rgba ); Temporary0.a = ((Temporary5.r * -IN[1].g) + Temporary3.b); Temporary0.a = (Temporary0.a + -PConstFloat[32].g); Temporary1.a = (Temporary0.a * Temporary0.a); Temporary0.a = (Temporary0.a * LocalConst2.r); Temporary0.a = clamp(Temporary0.a, 0.0, 1.0); Temporary3.r = (PConstFloat[32].r); Temporary1.a = ((Temporary1.a * Temporary3.r) + -LocalConst0.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary0.a = (Temporary0.a * Temporary1.a); Temporary1.a = (dot(PConstFloat[38].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[38].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[40].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[40].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[41].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[41].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[42].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[42].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[43].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[43].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[44].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[44].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[45].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[45].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[46].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[46].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[47].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[47].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[48].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[48].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[49].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[49].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[50].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[50].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[51].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[51].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[52].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[52].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[53].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[53].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[54].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[54].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[55].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[55].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[56].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[56].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[57].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[57].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[58].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[58].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[59].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[59].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[60].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[60].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[61].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[61].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[62].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[62].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[63].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[63].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[64].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[64].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[65].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[65].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[66].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[66].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[67].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[67].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[68].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary3.gba = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[68].rgb); Temporary1.a = (dot(Temporary3.gba,Temporary1.rgb)); Temporary2.a = (( -Temporary1.a >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.a = (( Temporary1.a >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.a = (Temporary1.a + Temporary2.a); Temporary3.gba = ((Temporary3.gba * Temporary1.aaa) + Temporary0.rgb); Temporary3.gb = (Temporary3.gb * Temporary4.rg); Temporary1.a = (Temporary3.a); Temporary1.a = (( ( Temporary1.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.a ) ) ); Temporary3.gb = ((Temporary3.gb * Temporary1.aa) + LocalConst1.rr); Temporary5 = (texture2D( PSampler0, Temporary3.gb ).rgba ); Temporary1.a = ((Temporary5.r * -IN[1].g) + Temporary3.a); Temporary1.a = (Temporary1.a + -PConstFloat[32].g); Temporary2.a = (Temporary1.a * Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst2.r); Temporary1.a = clamp(Temporary1.a, 0.0, 1.0); Temporary2.a = ((Temporary2.a * Temporary3.r) + -LocalConst0.a); Temporary2.a = (( ( Temporary2.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary2.a ) ) ); Temporary0.a = ((Temporary1.a * Temporary2.a) + Temporary0.a); Temporary1.a = (dot(PConstFloat[69].rgb,Temporary2.rgb)); Temporary1.a = (Temporary1.a + Temporary1.a); Temporary2.rgb = ((Temporary2.rgb * -Temporary1.aaa) + PConstFloat[69].rgb); Temporary1.r = (dot(Temporary2.rgb,Temporary1.rgb)); Temporary1.g = (( -Temporary1.r >= 0.0 ) ? LocalConst1.b : LocalConst1.a ); Temporary1.r = (( Temporary1.r >= 0.0 ) ? -LocalConst1.b : -LocalConst1.a ); Temporary1.r = (Temporary1.r + Temporary1.g); Temporary0.rgb = ((Temporary2.rgb * Temporary1.rrr) + Temporary0.rgb); Temporary0.rg = (Temporary0.rg * Temporary4.rg); Temporary1.r = (Temporary0.b); Temporary1.r = (( ( Temporary1.r == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary1.r ) ) ); Temporary0.rg = ((Temporary0.rg * Temporary1.rr) + LocalConst1.rr); Temporary1 = (texture2D( PSampler0, Temporary0.rg ).rgba ); Temporary0.r = ((Temporary1.r * -IN[1].g) + Temporary0.b); Temporary0.r = (Temporary0.r + -PConstFloat[32].g); Temporary0.g = (Temporary0.r * Temporary0.r); Temporary0.r = (Temporary0.r * LocalConst2.r); Temporary0.r = clamp(Temporary0.r, 0.0, 1.0); Temporary0.g = ((Temporary0.g * Temporary3.r) + -LocalConst0.a); Temporary0.g = (( ( Temporary0.g == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary0.g ) ) ); Temporary0.r = ((Temporary0.r * Temporary0.g) + Temporary0.a); Temporary0.r = (-Temporary0.r + LocalConst2.g); gl_FragData[0].rgb = (Temporary0.rrr * LocalConst2.bbb); gl_FragData[0].a = (-LocalConst0.a); } [thread 00000009][E][55429]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in fragment shader [thread 00000009][E][55430]: Program 11 failed to link! [thread 00000009][E][55430]: attached shader: 9 [thread 00000009][E][55430]: attached shader: 10 [thread 00000009][E][55430]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55430]: Wasn't able to link program properly from vertex shader 9 and fragment shader 10 in SetupRenderPipeline()!!!! [thread 00000009][E][55430]: Couldn't set up render pipeline in DrawIndexedPrimitive! Skipping the draw. [thread 00000009][E][55431]: Vertex shader failed to compile! [thread 00000009][E][55431]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 VConstFloat[256]; uniform ivec4 VConstInt[32]; uniform bool VConstBool[32]; uniform vec4 PositionFix; vec4 OUT[12]; vec4 Temporary0; attribute vec4 eON_AttrPosition0; vec4 ON_AttrPosition0 = eON_AttrPosition0; attribute vec4 eON_AttrTexCoord0; vec4 ON_AttrTexCoord0 = eON_AttrTexCoord0; vec4 InstrHelpTemp; const vec4 LocalConst0 = vec4(2.000000000, 0.000000000, 0.000000000, 0.000000000); void main() { Temporary0 = (VConstFloat[9].xyzw * ON_AttrPosition0.yyyy); Temporary0 = ((VConstFloat[8].xyzw * ON_AttrPosition0.xxxx) + Temporary0.xyzw); Temporary0 = ((VConstFloat[10].xyzw * ON_AttrPosition0.zzzz) + Temporary0.xyzw); OUT[0] = (Temporary0.xyzw + VConstFloat[11].xyzw); Temporary0.xy = (VConstFloat[64].xy); OUT[2].xy = ((Temporary0.xy * -LocalConst0.xx) + ON_AttrTexCoord0.xy); OUT[3].xy = (-VConstFloat[64].xy + ON_AttrTexCoord0.xy); OUT[4].xy = (VConstFloat[64].xy + ON_AttrTexCoord0.xy); OUT[5].xy = ((Temporary0.xy * LocalConst0.xx) + ON_AttrTexCoord0.xy); OUT[1].xy = (ON_AttrTexCoord0.xy); gl_Position = OUT[0]; gl_TexCoord[0].xy = OUT[1].xy; gl_TexCoord[1].xy = OUT[2].xy; gl_TexCoord[2].xy = OUT[3].xy; gl_TexCoord[3].xy = OUT[4].xy; gl_TexCoord[4].xy = OUT[5].xy; gl_FogFragCoord = 0.0; gl_Position.y = -gl_Position.y; gl_Position.xy += gl_Position.ww * PositionFix.zw; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; } [thread 00000009][E][55431]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in vertex shader [thread 00000009][E][55432]: Fragment shader failed to compile! [thread 00000009][E][55432]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 PConstFloat[224]; uniform ivec4 PConstInt[16]; uniform bool PConstBool[16]; uniform sampler2D PSampler0; vec4 IN[13]; vec4 Temporary0; vec4 Temporary1; vec4 Temporary2; vec4 InstrHelpTemp; const vec4 LocalConst0 = vec4(1.970000029, 1.000000000, 0.000000000, 4.000000000); void main() { IN[0].rg = gl_TexCoord[0].rg; IN[1].rg = gl_TexCoord[1].rg; IN[2].rg = gl_TexCoord[2].rg; IN[3].rg = gl_TexCoord[3].rg; IN[4].rg = gl_TexCoord[4].rg; Temporary0 = (texture2D( PSampler0, IN[1].rg ).rgba ); Temporary1 = (texture2D( PSampler0, IN[2].rg ).rgba ); Temporary0.r = (Temporary0.r + Temporary1.r); Temporary0.g = (-Temporary0.r + LocalConst0.r); Temporary1 = (texture2D( PSampler0, IN[3].rg ).rgba ); Temporary2 = (texture2D( PSampler0, IN[4].rg ).rgba ); Temporary0.b = (Temporary1.r + Temporary2.r); Temporary0.r = (Temporary0.r + Temporary1.r); Temporary0.r = (Temporary2.r + Temporary0.r); Temporary0.b = (-Temporary0.b + LocalConst0.r); Temporary0.b = (( Temporary0.b >= 0.0 ) ? LocalConst0.g : LocalConst0.b ); Temporary0.g = (( Temporary0.g >= 0.0 ) ? Temporary0.b : LocalConst0.b ); Temporary1 = (texture2D( PSampler0, IN[0].rg ).rgba ); Temporary0.r = ((Temporary0.g * Temporary0.r) + Temporary1.r); Temporary0.g = ((Temporary0.g * LocalConst0.a) + LocalConst0.g); Temporary0.g = (( ( Temporary0.g == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary0.g ) ) ); gl_FragData[0] = (Temporary0.gggg * Temporary0.rrrr); } [thread 00000009][E][55432]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in fragment shader [thread 00000009][E][55432]: Program 14 failed to link! [thread 00000009][E][55432]: attached shader: 12 [thread 00000009][E][55432]: attached shader: 13 [thread 00000009][E][55432]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55432]: Wasn't able to link program properly from vertex shader 12 and fragment shader 13 in SetupRenderPipeline()!!!! [thread 00000009][E][55432]: Couldn't set up render pipeline in DrawPrimitive! Skipping the draw. [thread 00000009][E][55432]: Program 14 failed to link! [thread 00000009][E][55432]: attached shader: 12 [thread 00000009][E][55432]: attached shader: 13 [thread 00000009][E][55432]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55432]: Wasn't able to link program properly from vertex shader 12 and fragment shader 13 in SetupRenderPipeline()!!!! [thread 00000009][E][55432]: Couldn't set up render pipeline in DrawPrimitive! Skipping the draw. [thread 00000009][E][55432]: Program 14 failed to link! [thread 00000009][E][55432]: attached shader: 12 [thread 00000009][E][55432]: attached shader: 13 [thread 00000009][E][55432]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55432]: Wasn't able to link program properly from vertex shader 12 and fragment shader 13 in SetupRenderPipeline()!!!! [thread 00000009][E][55432]: Couldn't set up render pipeline in DrawPrimitive! Skipping the draw. [thread 00000009][E][55432]: Program 14 failed to link! [thread 00000009][E][55432]: attached shader: 12 [thread 00000009][E][55432]: attached shader: 13 [thread 00000009][E][55432]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55432]: Wasn't able to link program properly from vertex shader 12 and fragment shader 13 in SetupRenderPipeline()!!!! [thread 00000009][E][55432]: Couldn't set up render pipeline in DrawPrimitive! Skipping the draw. [thread 00000009][E][55432]: Program 14 failed to link! [thread 00000009][E][55432]: attached shader: 12 [thread 00000009][E][55432]: attached shader: 13 [thread 00000009][E][55432]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55432]: Wasn't able to link program properly from vertex shader 12 and fragment shader 13 in SetupRenderPipeline()!!!! [thread 00000009][E][55432]: Couldn't set up render pipeline in DrawPrimitive! Skipping the draw. [thread 00000009][E][55432]: Program 14 failed to link! [thread 00000009][E][55432]: attached shader: 12 [thread 00000009][E][55432]: attached shader: 13 [thread 00000009][E][55432]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55432]: Wasn't able to link program properly from vertex shader 12 and fragment shader 13 in SetupRenderPipeline()!!!! [thread 00000009][E][55432]: Couldn't set up render pipeline in DrawPrimitive! Skipping the draw. [thread 00000009][E][55433]: Vertex shader failed to compile! [thread 00000009][E][55433]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 VConstFloat[256]; uniform ivec4 VConstInt[32]; uniform bool VConstBool[32]; uniform vec4 PositionFix; vec4 OUT[12]; vec4 Temporary0; attribute vec4 eON_AttrPosition0; vec4 ON_AttrPosition0 = eON_AttrPosition0; attribute vec4 eON_AttrTexCoord0; vec4 ON_AttrTexCoord0 = eON_AttrTexCoord0; vec4 InstrHelpTemp; void main() { Temporary0 = (VConstFloat[9].xyzw * ON_AttrPosition0.yyyy); Temporary0 = ((VConstFloat[8].xyzw * ON_AttrPosition0.xxxx) + Temporary0.xyzw); Temporary0 = ((VConstFloat[10].xyzw * ON_AttrPosition0.zzzz) + Temporary0.xyzw); OUT[0] = (Temporary0.xyzw + VConstFloat[11].xyzw); OUT[1].xy = (ON_AttrTexCoord0.xy); gl_Position = OUT[0]; gl_TexCoord[0].xy = OUT[1].xy; gl_FogFragCoord = 0.0; gl_Position.y = -gl_Position.y; gl_Position.xy += gl_Position.ww * PositionFix.zw; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; } [thread 00000009][E][55433]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in vertex shader [thread 00000009][E][55433]: Fragment shader failed to compile! [thread 00000009][E][55433]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 PConstFloat[224]; uniform ivec4 PConstInt[16]; uniform bool PConstBool[16]; uniform sampler2D PSampler0; vec4 IN[13]; vec4 InstrHelpTemp; void main() { IN[0].rg = gl_TexCoord[0].rg; gl_FragData[0] = (texture2D( PSampler0, IN[0].rg ).rgba ); } [thread 00000009][E][55433]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in fragment shader [thread 00000009][E][55433]: Program 17 failed to link! [thread 00000009][E][55433]: attached shader: 15 [thread 00000009][E][55433]: attached shader: 16 [thread 00000009][E][55433]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55433]: Wasn't able to link program properly from vertex shader 15 and fragment shader 16 in SetupRenderPipeline()!!!! [thread 00000009][E][55433]: Couldn't set up render pipeline in DrawPrimitive! Skipping the draw. [thread 00000009][E][55434]: Vertex shader failed to compile! [thread 00000009][E][55434]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 VConstFloat[256]; uniform ivec4 VConstInt[32]; uniform bool VConstBool[32]; uniform vec4 PositionFix; vec4 OUT[12]; vec4 Temporary0; vec4 Temporary1; attribute vec4 eON_AttrPosition0; vec4 ON_AttrPosition0 = eON_AttrPosition0; attribute vec4 eON_AttrTexCoord0; vec4 ON_AttrTexCoord0 = eON_AttrTexCoord0; vec4 InstrHelpTemp; const vec4 LocalConst0 = vec4(0.500000000, 1.000000000, -1.000000000, 0.000000000); void main() { Temporary0.xyz = (VConstFloat[17].xyz * ON_AttrTexCoord0.yyy); Temporary0.xyz = ((VConstFloat[16].xyz * ON_AttrTexCoord0.xxx) + Temporary0.xyz); Temporary0.xyz = ((VConstFloat[18].xyz * ON_AttrTexCoord0.zzz) + Temporary0.xyz); OUT[1].xyz = (Temporary0.xyz + VConstFloat[19].xyz); Temporary0.xy = ((ON_AttrPosition0.xy * LocalConst0.xx) + LocalConst0.xx); Temporary1.x = (LocalConst0.x); OUT[2].xy = ((VConstFloat[64].xy * Temporary1.xx) + Temporary0.xy); OUT[0] = ((ON_AttrPosition0.xyxx * LocalConst0.yzww) + LocalConst0.wwwy); gl_Position = OUT[0]; gl_TexCoord[0].xyz = OUT[1].xyz; gl_TexCoord[1].xy = OUT[2].xy; gl_FogFragCoord = 0.0; gl_Position.y = -gl_Position.y; gl_Position.xy += gl_Position.ww * PositionFix.zw; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; } [thread 00000009][E][55434]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in vertex shader [thread 00000009][E][55435]: Fragment shader failed to compile! [thread 00000009][E][55435]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 PConstFloat[224]; uniform ivec4 PConstInt[16]; uniform bool PConstBool[16]; uniform sampler2D PSampler1; uniform sampler2D PSampler2; vec4 IN[13]; vec4 Temporary0; vec4 Temporary1; vec4 InstrHelpTemp; const vec4 LocalConst0 = vec4(0.999899983, 2.000000000, -1.000000000, 1.000000000); void main() { IN[0].rgb = gl_TexCoord[0].rgb; IN[1].rg = gl_TexCoord[1].rg; Temporary0 = (texture2D( PSampler2, IN[1].rg ).rgba ); Temporary0 = (-Temporary0.rrrr + LocalConst0.rrrr); if( any( lessThan( Temporary0.rgba, vec4(0.0) ) ) ) discard; Temporary0 = (texture2D( PSampler1, IN[1].rg ).rgba ); Temporary0.rgb = ((Temporary0.rgb * LocalConst0.ggg) + LocalConst0.bbb); Temporary1.rgb = (normalize(IN[0].rgb)); Temporary0.r = (dot(-Temporary1.rgb,Temporary0.rgb)); Temporary0.r = clamp(Temporary0.r, 0.0, 1.0); Temporary0.r = (-Temporary0.r + LocalConst0.a); Temporary1.r = (( pow( abs( Temporary0.r ), PConstFloat[32].r ) ) ); Temporary0.r = (Temporary1.r * PConstFloat[32].g); gl_FragData[0].rgb = (Temporary0.rrr * PConstFloat[33].rgb); gl_FragData[0].a = (LocalConst0.a); } [thread 00000009][E][55435]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in fragment shader [thread 00000009][E][55435]: Program 20 failed to link! [thread 00000009][E][55435]: attached shader: 18 [thread 00000009][E][55435]: attached shader: 19 [thread 00000009][E][55435]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55435]: Wasn't able to link program properly from vertex shader 18 and fragment shader 19 in SetupRenderPipeline()!!!! [thread 00000009][E][55435]: Couldn't set up render pipeline in DrawIndexedPrimitive! Skipping the draw. [thread 00000009][E][55435]: Vertex shader failed to compile! [thread 00000009][E][55435]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 VConstFloat[256]; uniform ivec4 VConstInt[16]; uniform bool VConstBool[16]; uniform vec4 PositionFix; vec4 Temporary0; vec4 Temporary1; attribute vec4 eON_AttrPosition0; vec4 ON_AttrPosition0 = eON_AttrPosition0; vec4 InstrHelpTemp; const vec4 LocalConst0 = vec4(0.500000000, 1.000000000, -1.000000000, 0.000000000); void main() { Temporary0.xy = ((ON_AttrPosition0.xy * LocalConst0.xx) + LocalConst0.xx); Temporary1.x = (LocalConst0.x); gl_TexCoord[1].xy = ((VConstFloat[64].xy * Temporary1.xx) + Temporary0.xy); gl_Position = ((ON_AttrPosition0.xyxx * LocalConst0.yzww) + LocalConst0.wwwy); gl_TexCoord[2].xy = (VConstFloat[62].xz); gl_TexCoord[2].z = (VConstFloat[24].y); gl_FogFragCoord = 0.0; gl_Position.y = -gl_Position.y; gl_Position.xy += gl_Position.ww * PositionFix.zw; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; } [thread 00000009][E][55435]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in vertex shader [thread 00000009][E][55436]: Fragment shader failed to compile! [thread 00000009][E][55436]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 PConstFloat[32]; uniform ivec4 PConstInt[16]; uniform bool PConstBool[16]; uniform sampler2D PSampler0; vec4 Texture1 = gl_TexCoord[1]; vec4 Texture2 = gl_TexCoord[2]; vec4 Temporary0; vec4 Temporary1; vec4 InstrHelpTemp; const vec4 LocalConst0 = vec4( 0.9999997315, 0.000000000, 0.000000000, 0.000000000); void main() { Temporary0 = (texture2D( PSampler0, Texture1.rg ).rgba ); Temporary1 = (-Temporary0.rrrr + LocalConst0.rrrr); Temporary0.r = ((Temporary0.r * Texture2.b) + -Texture2.r); Temporary0.a = (Temporary0.r * Texture2.g); Temporary0.a = clamp(Temporary0.a, 0.0, 1.0); if( any( lessThan( Temporary1.rgba, vec4(0.0) ) ) ) discard; Temporary0.rgb = (PConstFloat[1].rgb); gl_FragData[0] = (Temporary0.rgba); } [thread 00000009][E][55436]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in fragment shader [thread 00000009][E][55436]: Program 23 failed to link! [thread 00000009][E][55436]: attached shader: 21 [thread 00000009][E][55436]: attached shader: 22 [thread 00000009][E][55436]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55436]: Wasn't able to link program properly from vertex shader 21 and fragment shader 22 in SetupRenderPipeline()!!!! [thread 00000009][E][55436]: Couldn't set up render pipeline in DrawIndexedPrimitive! Skipping the draw. [thread 00000009][E][55437]: Vertex shader failed to compile! [thread 00000009][E][55437]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 VConstFloat[256]; uniform ivec4 VConstInt[16]; uniform bool VConstBool[16]; uniform vec4 PositionFix; vec4 Temporary0; attribute vec4 eON_AttrPosition0; vec4 ON_AttrPosition0 = eON_AttrPosition0; attribute vec4 eON_AttrTexCoord0; vec4 ON_AttrTexCoord0 = eON_AttrTexCoord0; vec4 InstrHelpTemp; void main() { Temporary0 = (ON_AttrPosition0.yyyy * VConstFloat[9].xyzw); Temporary0 = ((VConstFloat[8].xyzw * ON_AttrPosition0.xxxx) + Temporary0.xyzw); Temporary0 = ((VConstFloat[10].xyzw * ON_AttrPosition0.zzzz) + Temporary0.xyzw); gl_Position = (Temporary0.xyzw + VConstFloat[11].xyzw); gl_TexCoord[0].xy = (ON_AttrTexCoord0.xy); gl_FogFragCoord = 0.0; gl_Position.y = -gl_Position.y; gl_Position.xy += gl_Position.ww * PositionFix.zw; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; } [thread 00000009][E][55437]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in vertex shader [thread 00000009][E][55438]: Fragment shader failed to compile! [thread 00000009][E][55438]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 PConstFloat[32]; uniform ivec4 PConstInt[16]; uniform bool PConstBool[16]; uniform sampler2D PSampler0; vec4 Texture0 = gl_TexCoord[0]; vec4 Temporary0; vec4 Temporary1; vec4 Temporary2; vec4 Temporary3; vec4 InstrHelpTemp; const vec4 LocalConst0 = vec4(0.250000000, 0.000000000, 0.333299994, 1.000000000); void main() { Temporary0 = (texture2D( PSampler0, Texture0.rg ).rgba ); Temporary1.r = (Texture0.r); Temporary1.g = (Texture0.g + PConstFloat[3].g); Temporary2.rg = (Texture0.rg + PConstFloat[3].rg); Temporary3.r = (Texture0.r + PConstFloat[3].r); Temporary3.g = (Texture0.g); Temporary1 = (texture2D( PSampler0, Temporary1.rg ).rgba ); Temporary2 = (texture2D( PSampler0, Temporary2.rg ).rgba ); Temporary3 = (texture2D( PSampler0, Temporary3.rg ).rgba ); Temporary0.rgb = (Temporary0.rgb + Temporary1.rgb); Temporary0.rgb = (Temporary2.rgb + Temporary0.rgb); Temporary0.rgb = (Temporary3.rgb + Temporary0.rgb); Temporary0.rgb = (Temporary0.rgb * LocalConst0.rrr); Temporary1.rgb = (max(Temporary0.rgb, LocalConst0.ggg)); Temporary0.rgb = (Temporary1.rgb + PConstFloat[2].rrr); Temporary1.rgb = (max(Temporary0.rgb, LocalConst0.ggg)); Temporary1.a = (Temporary1.g + Temporary1.r); Temporary1.a = (Temporary1.b + Temporary1.a); Temporary1.a = (Temporary1.a * LocalConst0.b); Temporary0.r = (( pow( abs( Temporary1.a ), PConstFloat[2].g ) ) ); Temporary1.a = (Temporary0.r * PConstFloat[2].b); Temporary0.rgb = (Temporary1.aaa * Temporary1.rgb); Temporary0.a = (LocalConst0.a); gl_FragData[0] = (Temporary0.rgba); } [thread 00000009][E][55438]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in fragment shader [thread 00000009][E][55438]: Program 26 failed to link! [thread 00000009][E][55438]: attached shader: 24 [thread 00000009][E][55438]: attached shader: 25 [thread 00000009][E][55438]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55438]: Wasn't able to link program properly from vertex shader 24 and fragment shader 25 in SetupRenderPipeline()!!!! [thread 00000009][E][55438]: Couldn't set up render pipeline in DrawIndexedPrimitive! Skipping the draw. [thread 00000009][E][55439]: Vertex shader failed to compile! [thread 00000009][E][55439]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 VConstFloat[256]; uniform ivec4 VConstInt[16]; uniform bool VConstBool[16]; uniform vec4 PositionFix; vec4 Temporary0; attribute vec4 eON_AttrPosition0; vec4 ON_AttrPosition0 = eON_AttrPosition0; attribute vec4 eON_AttrTexCoord0; vec4 ON_AttrTexCoord0 = eON_AttrTexCoord0; vec4 InstrHelpTemp; const vec4 LocalConst0 = vec4(2.000000000, 0.000000000, 0.000000000, 0.000000000); void main() { Temporary0 = (ON_AttrPosition0.yyyy * VConstFloat[9].xyzw); Temporary0 = ((VConstFloat[8].xyzw * ON_AttrPosition0.xxxx) + Temporary0.xyzw); Temporary0 = ((VConstFloat[10].xyzw * ON_AttrPosition0.zzzz) + Temporary0.xyzw); gl_Position = (Temporary0.xyzw + VConstFloat[11].xyzw); gl_TexCoord[1].xy = (ON_AttrTexCoord0.xy + VConstFloat[64].xy); Temporary0.xy = (VConstFloat[64].xy); gl_TexCoord[2].xy = ((Temporary0.xy * LocalConst0.xx) + ON_AttrTexCoord0.xy); gl_TexCoord[3].xy = (ON_AttrTexCoord0.xy + -VConstFloat[64].xy); gl_TexCoord[4].xy = ((Temporary0.xy * -LocalConst0.xx) + ON_AttrTexCoord0.xy); gl_TexCoord[0].xy = (ON_AttrTexCoord0.xy); gl_FogFragCoord = 0.0; gl_Position.y = -gl_Position.y; gl_Position.xy += gl_Position.ww * PositionFix.zw; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; } [thread 00000009][E][55439]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in vertex shader [thread 00000009][E][55439]: Fragment shader failed to compile! [thread 00000009][E][55439]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 PConstFloat[32]; uniform ivec4 PConstInt[16]; uniform bool PConstBool[16]; uniform sampler2D PSampler0; vec4 Texture0 = gl_TexCoord[0]; vec4 Texture1 = gl_TexCoord[1]; vec4 Texture2 = gl_TexCoord[2]; vec4 Texture3 = gl_TexCoord[3]; vec4 Texture4 = gl_TexCoord[4]; vec4 Temporary0; vec4 Temporary1; vec4 Temporary2; vec4 Temporary3; vec4 Temporary4; vec4 InstrHelpTemp; const vec4 LocalConst0 = vec4(0.200000003, 0.000000000, 0.000000000, 0.000000000); void main() { Temporary0 = (texture2D( PSampler0, Texture0.rg ).rgba ); Temporary1 = (texture2D( PSampler0, Texture1.rg ).rgba ); Temporary2 = (texture2D( PSampler0, Texture2.rg ).rgba ); Temporary3 = (texture2D( PSampler0, Texture3.rg ).rgba ); Temporary4 = (texture2D( PSampler0, Texture4.rg ).rgba ); Temporary0 = (Temporary0.rgba + Temporary1.rgba); Temporary0 = (Temporary2.rgba + Temporary0.rgba); Temporary0 = (Temporary3.rgba + Temporary0.rgba); Temporary0 = (Temporary4.rgba + Temporary0.rgba); Temporary0 = (Temporary0.rgba * LocalConst0.rrrr); gl_FragData[0] = (Temporary0.rgba); } [thread 00000009][E][55439]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in fragment shader [thread 00000009][E][55439]: Program 29 failed to link! [thread 00000009][E][55439]: attached shader: 27 [thread 00000009][E][55439]: attached shader: 28 [thread 00000009][E][55439]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55439]: Wasn't able to link program properly from vertex shader 27 and fragment shader 28 in SetupRenderPipeline()!!!! [thread 00000009][E][55439]: Couldn't set up render pipeline in DrawIndexedPrimitive! Skipping the draw. [thread 00000009][E][55439]: Program 29 failed to link! [thread 00000009][E][55439]: attached shader: 27 [thread 00000009][E][55439]: attached shader: 28 [thread 00000009][E][55439]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55439]: Wasn't able to link program properly from vertex shader 27 and fragment shader 28 in SetupRenderPipeline()!!!! [thread 00000009][E][55439]: Couldn't set up render pipeline in DrawIndexedPrimitive! Skipping the draw. [thread 00000009][E][55439]: Program 29 failed to link! [thread 00000009][E][55439]: attached shader: 27 [thread 00000009][E][55439]: attached shader: 28 [thread 00000009][E][55439]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55439]: Wasn't able to link program properly from vertex shader 27 and fragment shader 28 in SetupRenderPipeline()!!!! [thread 00000009][E][55439]: Couldn't set up render pipeline in DrawIndexedPrimitive! Skipping the draw. [thread 00000009][E][55439]: Program 29 failed to link! [thread 00000009][E][55439]: attached shader: 27 [thread 00000009][E][55439]: attached shader: 28 [thread 00000009][E][55439]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55439]: Wasn't able to link program properly from vertex shader 27 and fragment shader 28 in SetupRenderPipeline()!!!! [thread 00000009][E][55439]: Couldn't set up render pipeline in DrawIndexedPrimitive! Skipping the draw. [thread 00000009][E][55440]: Program 29 failed to link! [thread 00000009][E][55440]: attached shader: 27 [thread 00000009][E][55440]: attached shader: 28 [thread 00000009][E][55440]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55440]: Wasn't able to link program properly from vertex shader 27 and fragment shader 28 in SetupRenderPipeline()!!!! [thread 00000009][E][55440]: Couldn't set up render pipeline in DrawIndexedPrimitive! Skipping the draw. [thread 00000009][E][55440]: Program 29 failed to link! [thread 00000009][E][55440]: attached shader: 27 [thread 00000009][E][55440]: attached shader: 28 [thread 00000009][E][55440]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55440]: Wasn't able to link program properly from vertex shader 27 and fragment shader 28 in SetupRenderPipeline()!!!! [thread 00000009][E][55440]: Couldn't set up render pipeline in DrawIndexedPrimitive! Skipping the draw. [thread 00000009][E][55440]: Vertex shader failed to compile! [thread 00000009][E][55440]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 VConstFloat[256]; uniform ivec4 VConstInt[16]; uniform bool VConstBool[16]; uniform vec4 PositionFix; vec4 Temporary0; attribute vec4 eON_AttrPosition0; vec4 ON_AttrPosition0 = eON_AttrPosition0; attribute vec4 eON_AttrColor0; vec4 ON_AttrColor0 = eON_AttrColor0; attribute vec4 eON_AttrTexCoord0; vec4 ON_AttrTexCoord0 = eON_AttrTexCoord0; vec4 InstrHelpTemp; void main() { Temporary0 = (ON_AttrPosition0.yyyy * VConstFloat[9].xyzw); Temporary0 = ((VConstFloat[8].xyzw * ON_AttrPosition0.xxxx) + Temporary0.xyzw); Temporary0 = ((VConstFloat[10].xyzw * ON_AttrPosition0.zzzz) + Temporary0.xyzw); gl_Position = (Temporary0.xyzw + VConstFloat[11].xyzw); gl_TexCoord[0].xy = (ON_AttrTexCoord0.xy); gl_FrontSecondaryColor = (ON_AttrColor0.zyxw); gl_FrontSecondaryColor = clamp( gl_FrontSecondaryColor, 0.0, 1.0 ); gl_FogFragCoord = 0.0; gl_Position.y = -gl_Position.y; gl_Position.xy += gl_Position.ww * PositionFix.zw; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; } [thread 00000009][E][55440]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in vertex shader [thread 00000009][E][55441]: Fragment shader failed to compile! [thread 00000009][E][55441]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 PConstFloat[32]; uniform ivec4 PConstInt[16]; uniform bool PConstBool[16]; uniform sampler2D PSampler0; vec4 Texture0 = gl_TexCoord[0]; vec4 Temporary0; vec4 InstrHelpTemp; void main() { Temporary0 = (texture2D( PSampler0, Texture0.rg ).rgba ); Temporary0 = (Temporary0.rgba * gl_SecondaryColor.rgba); gl_FragData[0] = (Temporary0.rgba); } [thread 00000009][E][55441]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in fragment shader [thread 00000009][E][55441]: Program 32 failed to link! [thread 00000009][E][55441]: attached shader: 30 [thread 00000009][E][55441]: attached shader: 31 [thread 00000009][E][55441]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55441]: Wasn't able to link program properly from vertex shader 30 and fragment shader 31 in SetupRenderPipeline()!!!! [thread 00000009][E][55441]: Couldn't set up render pipeline in DrawIndexedPrimitive! Skipping the draw. [thread 00000009][E][55441]: Vertex shader failed to compile! [thread 00000009][E][55441]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 VConstFloat[256]; uniform ivec4 VConstInt[32]; uniform bool VConstBool[32]; uniform vec4 PositionFix; vec4 OUT[12]; attribute vec4 eON_AttrPosition0; vec4 ON_AttrPosition0 = eON_AttrPosition0; attribute vec4 eON_AttrTexCoord0; vec4 ON_AttrTexCoord0 = eON_AttrTexCoord0; vec4 InstrHelpTemp; const vec4 LocalConst0 = vec4(1.000000000, -1.000000000, 0.000000000, 0.000000000); void main() { OUT[0] = ((ON_AttrPosition0.xyxx * LocalConst0.xyzz) + LocalConst0.zzzx); OUT[1].xy = (ON_AttrTexCoord0.xy); gl_Position = OUT[0]; gl_TexCoord[0].xy = OUT[1].xy; gl_FogFragCoord = 0.0; gl_Position.y = -gl_Position.y; gl_Position.xy += gl_Position.ww * PositionFix.zw; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; } [thread 00000009][E][55441]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in vertex shader [thread 00000009][E][55442]: Fragment shader failed to compile! [thread 00000009][E][55442]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 PConstFloat[224]; uniform ivec4 PConstInt[16]; uniform bool PConstBool[16]; uniform sampler2D PSampler0; uniform sampler2D PSampler1; vec4 IN[13]; vec4 Temporary0; vec4 InstrHelpTemp; const vec4 LocalConst0 = vec4(0.000000000, 1.000000000, 0.000000000, 0.000000000); void main() { IN[0].rg = gl_TexCoord[0].rg; gl_FragData[0] = (texture2D( PSampler0, IN[0].rg ).rgba ); Temporary0 = (texture2D( PSampler1, IN[0].rg ).rgba ); Temporary0.g = (PConstFloat[32].g); Temporary0.g = ((Temporary0.r * Temporary0.g) + -PConstFloat[33].r); Temporary0.r = (Temporary0.r * PConstFloat[32].g); gl_FragData[1].r = (Temporary0.r); gl_FragData[1].g = (abs(Temporary0.g) * PConstFloat[33].g); gl_FragData[1].g = clamp(gl_FragData[1].g, 0.0, 1.0); gl_FragData[1].ba = (LocalConst0.rg); } [thread 00000009][E][55442]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in fragment shader [thread 00000009][E][55442]: Program 35 failed to link! [thread 00000009][E][55442]: attached shader: 33 [thread 00000009][E][55442]: attached shader: 34 [thread 00000009][E][55442]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55442]: Wasn't able to link program properly from vertex shader 33 and fragment shader 34 in SetupRenderPipeline()!!!! [thread 00000009][E][55442]: Couldn't set up render pipeline in DrawPrimitive! Skipping the draw. [thread 00000009][E][55446]: Fragment shader failed to compile! [thread 00000009][E][55446]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 PConstFloat[224]; uniform ivec4 PConstInt[16]; uniform bool PConstBool[16]; uniform sampler2D PSampler0; uniform sampler2D PSampler1; vec4 IN[13]; vec4 Temporary0; vec4 Temporary1; vec4 Temporary2; vec4 Temporary3; vec4 Temporary4; vec4 InstrHelpTemp; const vec4 LocalConst0 = vec4(1.000000000, 0.000000000, 0.000000000, 0.000000000); const vec4 LocalConst1 = vec4(0.507430971, 0.064424999, 0.896420002, 0.412458003); const vec4 LocalConst2 = vec4(0.519456029, 0.767022014, 0.185461000, -0.893123984); const vec4 LocalConst3 = vec4(0.962339997, -0.194983006, 0.473434001, -0.480026007); const vec4 LocalConst4 = vec4(-0.695913970, 0.457136989, -0.203345001, 0.620715976); const vec4 LocalConst5 = vec4(-0.326211989, -0.405804992, -0.840143979, -0.073579997); void main() { IN[0].rg = gl_TexCoord[0].rg; Temporary0 = (texture2D( PSampler0, IN[0].rg ).rgba ); Temporary1 = (texture2D( PSampler1, IN[0].rg ).rgba ); Temporary0.a = (Temporary1.g * PConstFloat[32].r); Temporary2 = (Temporary0.aaaa * PConstFloat[33].rgrg); Temporary3 = ((Temporary2.baba * LocalConst5.rgba) + IN[0].rgrg); Temporary4 = (texture2D( PSampler1, Temporary3.rg ).rgba ); Temporary0.a = (-Temporary1.r + Temporary4.r); Temporary0.a = (( Temporary0.a >= 0.0 ) ? LocalConst0.r : Temporary4.g ); Temporary4 = (texture2D( PSampler0, Temporary3.rg ).rgba ); Temporary0.rgb = ((Temporary4.rgb * Temporary0.aaa) + Temporary0.rgb); Temporary0.a = (Temporary0.a + LocalConst0.r); Temporary4 = (texture2D( PSampler1, Temporary3.ba ).rgba ); Temporary3 = (texture2D( PSampler0, Temporary3.ba ).rgba ); Temporary1.b = (-Temporary1.r + Temporary4.r); Temporary1.b = (( Temporary1.b >= 0.0 ) ? LocalConst0.r : Temporary4.g ); Temporary0.rgb = ((Temporary3.rgb * Temporary1.bbb) + Temporary0.rgb); Temporary0.a = (Temporary0.a + Temporary1.b); Temporary3 = ((Temporary2.baba * LocalConst4.rgba) + IN[0].rgrg); Temporary4 = (texture2D( PSampler1, Temporary3.rg ).rgba ); Temporary1.b = (-Temporary1.r + Temporary4.r); Temporary1.b = (( Temporary1.b >= 0.0 ) ? LocalConst0.r : Temporary4.g ); Temporary4 = (texture2D( PSampler0, Temporary3.rg ).rgba ); Temporary0.rgb = ((Temporary4.rgb * Temporary1.bbb) + Temporary0.rgb); Temporary0.a = (Temporary0.a + Temporary1.b); Temporary4 = (texture2D( PSampler1, Temporary3.ba ).rgba ); Temporary3 = (texture2D( PSampler0, Temporary3.ba ).rgba ); Temporary1.b = (-Temporary1.r + Temporary4.r); Temporary1.b = (( Temporary1.b >= 0.0 ) ? LocalConst0.r : Temporary4.g ); Temporary0.rgb = ((Temporary3.rgb * Temporary1.bbb) + Temporary0.rgb); Temporary0.a = (Temporary0.a + Temporary1.b); Temporary3 = ((Temporary2.baba * LocalConst3.rgba) + IN[0].rgrg); Temporary4 = (texture2D( PSampler1, Temporary3.rg ).rgba ); Temporary1.b = (-Temporary1.r + Temporary4.r); Temporary1.b = (( Temporary1.b >= 0.0 ) ? LocalConst0.r : Temporary4.g ); Temporary4 = (texture2D( PSampler0, Temporary3.rg ).rgba ); Temporary0.rgb = ((Temporary4.rgb * Temporary1.bbb) + Temporary0.rgb); Temporary0.a = (Temporary0.a + Temporary1.b); Temporary4 = (texture2D( PSampler1, Temporary3.ba ).rgba ); Temporary3 = (texture2D( PSampler0, Temporary3.ba ).rgba ); Temporary1.b = (-Temporary1.r + Temporary4.r); Temporary1.b = (( Temporary1.b >= 0.0 ) ? LocalConst0.r : Temporary4.g ); Temporary0.rgb = ((Temporary3.rgb * Temporary1.bbb) + Temporary0.rgb); Temporary0.a = (Temporary0.a + Temporary1.b); Temporary3 = ((Temporary2.baba * LocalConst2.rgba) + IN[0].rgrg); Temporary2 = ((Temporary2.rgba * LocalConst1.rgba) + IN[0].rgrg); Temporary4 = (texture2D( PSampler1, Temporary3.rg ).rgba ); Temporary1.b = (-Temporary1.r + Temporary4.r); Temporary1.b = (( Temporary1.b >= 0.0 ) ? LocalConst0.r : Temporary4.g ); Temporary4 = (texture2D( PSampler0, Temporary3.rg ).rgba ); Temporary0.rgb = ((Temporary4.rgb * Temporary1.bbb) + Temporary0.rgb); Temporary0.a = (Temporary0.a + Temporary1.b); Temporary4 = (texture2D( PSampler1, Temporary3.ba ).rgba ); Temporary3 = (texture2D( PSampler0, Temporary3.ba ).rgba ); Temporary1.b = (-Temporary1.r + Temporary4.r); Temporary1.b = (( Temporary1.b >= 0.0 ) ? LocalConst0.r : Temporary4.g ); Temporary0.rgb = ((Temporary3.rgb * Temporary1.bbb) + Temporary0.rgb); Temporary0.a = (Temporary0.a + Temporary1.b); Temporary3 = (texture2D( PSampler1, Temporary2.rg ).rgba ); Temporary1.b = (-Temporary1.r + Temporary3.r); Temporary1.b = (( Temporary1.b >= 0.0 ) ? LocalConst0.r : Temporary3.g ); Temporary3 = (texture2D( PSampler0, Temporary2.rg ).rgba ); Temporary0.rgb = ((Temporary3.rgb * Temporary1.bbb) + Temporary0.rgb); Temporary0.a = (Temporary0.a + Temporary1.b); Temporary3 = (texture2D( PSampler1, Temporary2.ba ).rgba ); Temporary2 = (texture2D( PSampler0, Temporary2.ba ).rgba ); Temporary1.r = (-Temporary1.r + Temporary3.r); Temporary1.r = (( Temporary1.r >= 0.0 ) ? LocalConst0.r : Temporary3.g ); gl_FragData[0].a = (Temporary1.g); Temporary0.rgb = ((Temporary2.rgb * Temporary1.rrr) + Temporary0.rgb); Temporary0.a = (Temporary0.a + Temporary1.r); Temporary0.a = (( ( Temporary0.a == 0.0 ) ? 3.4028235E+38 : ( 1.0 / Temporary0.a ) ) ); gl_FragData[0].rgb = (Temporary0.aaa * Temporary0.rgb); } [thread 00000009][E][55446]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in fragment shader [thread 00000009][E][55446]: Program 37 failed to link! [thread 00000009][E][55446]: attached shader: 33 [thread 00000009][E][55446]: attached shader: 36 [thread 00000009][E][55446]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55446]: Wasn't able to link program properly from vertex shader 33 and fragment shader 36 in SetupRenderPipeline()!!!! [thread 00000009][E][55446]: Couldn't set up render pipeline in DrawPrimitive! Skipping the draw. [thread 00000009][E][55446]: Vertex shader failed to compile! [thread 00000009][E][55446]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 VConstFloat[256]; uniform ivec4 VConstInt[32]; uniform bool VConstBool[32]; uniform vec4 PositionFix; vec4 OUT[12]; attribute vec4 eON_AttrPosition0; vec4 ON_AttrPosition0 = eON_AttrPosition0; attribute vec4 eON_AttrTexCoord0; vec4 ON_AttrTexCoord0 = eON_AttrTexCoord0; vec4 InstrHelpTemp; const vec4 LocalConst0 = vec4(1.000000000, 0.000000000, 0.000000000, 0.000000000); void main() { OUT[0] = ((ON_AttrPosition0.xyxx * LocalConst0.xxyy) + LocalConst0.yyyx); OUT[1].xy = (ON_AttrTexCoord0.xy); gl_Position = OUT[0]; gl_TexCoord[0].xy = OUT[1].xy; gl_FogFragCoord = 0.0; gl_Position.y = -gl_Position.y; gl_Position.xy += gl_Position.ww * PositionFix.zw; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; } [thread 00000009][E][55446]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in vertex shader [thread 00000009][E][55447]: Fragment shader failed to compile! [thread 00000009][E][55447]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 PConstFloat[224]; uniform ivec4 PConstInt[16]; uniform bool PConstBool[16]; uniform sampler2D PSampler0; uniform sampler2D PSampler1; vec4 IN[13]; vec4 Temporary0; vec4 Temporary1; vec4 InstrHelpTemp; void main() { IN[0].rg = gl_TexCoord[0].rg; Temporary0 = (texture2D( PSampler1, IN[0].rg ).rgba ); Temporary1.r = (PConstFloat[33].r); Temporary0.r = ((Temporary0.r * PConstFloat[32].g) + -Temporary1.r); gl_FragData[0].a = (abs(Temporary0.r) * PConstFloat[33].g); gl_FragData[0].a = clamp(gl_FragData[0].a, 0.0, 1.0); Temporary0 = (texture2D( PSampler0, IN[0].rg ).rgba ); gl_FragData[0].rgb = (Temporary0.rgb); } [thread 00000009][E][55447]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in fragment shader [thread 00000009][E][55447]: Program 40 failed to link! [thread 00000009][E][55447]: attached shader: 38 [thread 00000009][E][55447]: attached shader: 39 [thread 00000009][E][55447]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55447]: Wasn't able to link program properly from vertex shader 38 and fragment shader 39 in SetupRenderPipeline()!!!! [thread 00000009][E][55447]: Couldn't set up render pipeline in DrawPrimitive! Skipping the draw. [thread 00000009][E][55447]: Fragment shader failed to compile! [thread 00000009][E][55447]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 PConstFloat[32]; uniform ivec4 PConstInt[16]; uniform bool PConstBool[16]; uniform sampler2D PSampler0; uniform sampler3D PSampler1; vec4 Texture0 = gl_TexCoord[0]; vec4 Temporary0; vec4 Temporary1; vec4 InstrHelpTemp; void main() { Temporary0 = (texture2D( PSampler0, Texture0.rg ).rgba ); Temporary1 = (texture3D( PSampler1, Temporary0.rgb ).rgba ); Temporary1.a = (Temporary0.a); gl_FragData[0] = (Temporary1.rgba); } [thread 00000009][E][55447]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in fragment shader [thread 00000009][E][55447]: Program 42 failed to link! [thread 00000009][E][55447]: attached shader: 24 [thread 00000009][E][55447]: attached shader: 41 [thread 00000009][E][55447]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55447]: Wasn't able to link program properly from vertex shader 24 and fragment shader 41 in SetupRenderPipeline()!!!! [thread 00000009][E][55447]: Couldn't set up render pipeline in DrawIndexedPrimitive! Skipping the draw. [thread 00000009][E][55447]: Program 32 failed to link! [thread 00000009][E][55447]: attached shader: 30 [thread 00000009][E][55447]: attached shader: 31 [thread 00000009][E][55448]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55448]: Wasn't able to link program properly from vertex shader 30 and fragment shader 31 in SetupRenderPipeline()!!!! [thread 00000009][E][55448]: Couldn't set up render pipeline in DrawPrimitive! Skipping the draw. [thread 00000009][E][55448]: Fragment shader failed to compile! [thread 00000009][E][55448]: Shader code: #extension GL_ARB_shader_texture_lod : require uniform vec4 PConstFloat[32]; uniform ivec4 PConstInt[16]; uniform bool PConstBool[16]; uniform sampler2D PSampler0; vec4 Texture0 = gl_TexCoord[0]; vec4 Temporary0; vec4 InstrHelpTemp; void main() { Temporary0 = (texture2D( PSampler0, Texture0.rg ).rgba ); Temporary0.a = (Temporary0.r * gl_SecondaryColor.a); Temporary0.rgb = (gl_SecondaryColor.rgb); gl_FragData[0] = (Temporary0.rgba); } [thread 00000009][E][55448]: Shader info log: 0:1(12): error: extension `GL_ARB_shader_texture_lod' unsupported in fragment shader [thread 00000009][E][55448]: Program 44 failed to link! [thread 00000009][E][55448]: attached shader: 30 [thread 00000009][E][55448]: attached shader: 43 [thread 00000009][E][55448]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55448]: Wasn't able to link program properly from vertex shader 30 and fragment shader 43 in SetupRenderPipeline()!!!! [thread 00000009][E][55448]: Couldn't set up render pipeline in DrawPrimitive! Skipping the draw. [thread 00000009][E][55448]: Program 44 failed to link! [thread 00000009][E][55448]: attached shader: 30 [thread 00000009][E][55448]: attached shader: 43 [thread 00000009][E][55448]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55448]: Wasn't able to link program properly from vertex shader 30 and fragment shader 43 in SetupRenderPipeline()!!!! [thread 00000009][E][55449]: Couldn't set up render pipeline in DrawPrimitive! Skipping the draw. [thread 00000009][E][55449]: Program 44 failed to link! [thread 00000009][E][55449]: attached shader: 30 [thread 00000009][E][55449]: attached shader: 43 [thread 00000009][E][55449]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55449]: Wasn't able to link program properly from vertex shader 30 and fragment shader 43 in SetupRenderPipeline()!!!! [thread 00000009][E][55449]: Couldn't set up render pipeline in DrawPrimitive! Skipping the draw. [thread 00000009][E][55449]: Program 44 failed to link! [thread 00000009][E][55449]: attached shader: 30 [thread 00000009][E][55449]: attached shader: 43 [thread 00000009][E][55449]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55449]: Wasn't able to link program properly from vertex shader 30 and fragment shader 43 in SetupRenderPipeline()!!!! [thread 00000009][E][55449]: Couldn't set up render pipeline in DrawPrimitive! Skipping the draw. [thread 00000009][E][55449]: Program 44 failed to link! [thread 00000009][E][55449]: attached shader: 30 [thread 00000009][E][55449]: attached shader: 43 [thread 00000009][E][55449]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55449]: Wasn't able to link program properly from vertex shader 30 and fragment shader 43 in SetupRenderPipeline()!!!! [thread 00000009][E][55449]: Couldn't set up render pipeline in DrawPrimitive! Skipping the draw. [thread 00000009][E][55449]: Program 44 failed to link! [thread 00000009][E][55449]: attached shader: 30 [thread 00000009][E][55449]: attached shader: 43 [thread 00000009][E][55449]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55449]: Wasn't able to link program properly from vertex shader 30 and fragment shader 43 in SetupRenderPipeline()!!!! [thread 00000009][E][55449]: Couldn't set up render pipeline in DrawPrimitive! Skipping the draw. [thread 00000009][E][55449]: Program 44 failed to link! [thread 00000009][E][55449]: attached shader: 30 [thread 00000009][E][55449]: attached shader: 43 [thread 00000009][E][55449]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55449]: Wasn't able to link program properly from vertex shader 30 and fragment shader 43 in SetupRenderPipeline()!!!! [thread 00000009][E][55449]: Couldn't set up render pipeline in DrawPrimitive! Skipping the draw. [thread 00000009][E][55449]: Program 44 failed to link! [thread 00000009][E][55449]: attached shader: 30 [thread 00000009][E][55449]: attached shader: 43 [thread 00000009][E][55449]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55449]: Wasn't able to link program properly from vertex shader 30 and fragment shader 43 in SetupRenderPipeline()!!!! [thread 00000009][E][55449]: Couldn't set up render pipeline in DrawPrimitive! Skipping the draw. [thread 00000009][E][55449]: Program 44 failed to link! [thread 00000009][E][55449]: attached shader: 30 [thread 00000009][E][55449]: attached shader: 43 [thread 00000009][E][55449]: Program info log: error: linking with uncompiled shadererror: linking with uncompiled shader [thread 00000009][E][55449]: Wasn't able to link program properly from vertex shader 30 and fragment shader 43 in SetupRenderPipeline()!!!! [thread 00000009][E][55449]: Couldn't set up render pipeline in DrawPrimitive! Skipping the draw. {............}