fixme:d3d_shader:shader_glsl_dump_program_source Object 3: fixme:d3d_shader:shader_glsl_dump_program_source GL_OBJECT_SUBTYPE_ARB: GL_VERTEX_SHADER_ARB. fixme:d3d_shader:shader_glsl_dump_program_source GL_OBJECT_COMPILE_STATUS_ARB: 1. fixme:d3d_shader:shader_glsl_dump_program_source fixme:d3d_shader:shader_glsl_dump_program_source #version 120 fixme:d3d_shader:shader_glsl_dump_program_source void order_ps_input(in vec4 OUT[12]) { fixme:d3d_shader:shader_glsl_dump_program_source gl_TexCoord[0].xy = OUT[0].xy; fixme:d3d_shader:shader_glsl_dump_program_source gl_TexCoord[3].xyz = OUT[3].xyz; fixme:d3d_shader:shader_glsl_dump_program_source gl_TexCoord[4].xyz = OUT[4].xyz; fixme:d3d_shader:shader_glsl_dump_program_source gl_TexCoord[5].xyz = OUT[5].xyz; fixme:d3d_shader:shader_glsl_dump_program_source gl_TexCoord[6].xyz = OUT[6].xyz; fixme:d3d_shader:shader_glsl_dump_program_source gl_TexCoord[7].xyz = OUT[7].xyz; fixme:d3d_shader:shader_glsl_dump_program_source gl_FrontColor.xyz = OUT[8].xyz; fixme:d3d_shader:shader_glsl_dump_program_source gl_FrontSecondaryColor.xyz = OUT[9].xyz; fixme:d3d_shader:shader_glsl_dump_program_source gl_Position.xyzw = OUT[10].xyzw; fixme:d3d_shader:shader_glsl_dump_program_source } fixme:d3d_shader:shader_glsl_dump_program_source fixme:d3d_shader:shader_glsl_dump_program_source Object 2: fixme:d3d_shader:shader_glsl_dump_program_source GL_OBJECT_SUBTYPE_ARB: GL_VERTEX_SHADER_ARB. fixme:d3d_shader:shader_glsl_dump_program_source GL_OBJECT_COMPILE_STATUS_ARB: 1. fixme:d3d_shader:shader_glsl_dump_program_source fixme:d3d_shader:shader_glsl_dump_program_source #version 120 fixme:d3d_shader:shader_glsl_dump_program_source uniform vec4 VC[256]; fixme:d3d_shader:shader_glsl_dump_program_source uniform vec4 posFixup; fixme:d3d_shader:shader_glsl_dump_program_source void order_ps_input(in vec4[12]); fixme:d3d_shader:shader_glsl_dump_program_source vec4 OUT[12]; fixme:d3d_shader:shader_glsl_dump_program_source vec4 R0; fixme:d3d_shader:shader_glsl_dump_program_source vec4 R1; fixme:d3d_shader:shader_glsl_dump_program_source vec4 R2; fixme:d3d_shader:shader_glsl_dump_program_source vec4 R3; fixme:d3d_shader:shader_glsl_dump_program_source vec4 R4; fixme:d3d_shader:shader_glsl_dump_program_source vec4 R5; fixme:d3d_shader:shader_glsl_dump_program_source vec4 R6; fixme:d3d_shader:shader_glsl_dump_program_source attribute vec4 attrib0; fixme:d3d_shader:shader_glsl_dump_program_source attribute vec4 attrib1; fixme:d3d_shader:shader_glsl_dump_program_source attribute vec4 attrib2; fixme:d3d_shader:shader_glsl_dump_program_source attribute vec4 attrib3; fixme:d3d_shader:shader_glsl_dump_program_source attribute vec4 attrib4; fixme:d3d_shader:shader_glsl_dump_program_source vec4 tmp0; fixme:d3d_shader:shader_glsl_dump_program_source vec4 tmp1; fixme:d3d_shader:shader_glsl_dump_program_source uniform vec4 VLC14; fixme:d3d_shader:shader_glsl_dump_program_source void main() { fixme:d3d_shader:shader_glsl_dump_program_source OUT[10].w = (dot(attrib0.xyzw, VC[3].xyzw)); fixme:d3d_shader:shader_glsl_dump_program_source R3.x = (dot(attrib0.xyzw, VC[0].xyzw)); fixme:d3d_shader:shader_glsl_dump_program_source R3.y = (dot(attrib0.xyzw, VC[1].xyzw)); fixme:d3d_shader:shader_glsl_dump_program_source R3.z = (dot(attrib0.xyzw, VC[2].xyzw)); fixme:d3d_shader:shader_glsl_dump_program_source R5.x = (dot(attrib2.xyz, VC[8].xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R0.xyz = (-R3.xyz + VC[10].xyz); fixme:d3d_shader:shader_glsl_dump_program_source R1.w = (dot(R0.xyz, VC[7].xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R1.x = (dot(R0.xyz, VC[4].xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R1.y = (dot(R0.xyz, VC[5].xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R1.z = (dot(R0.xyz, VC[6].xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R1.w = (dot(R1.xyzw, R1.xyzw)); fixme:d3d_shader:shader_glsl_dump_program_source R2.xyz = (-attrib0.xyz + VC[13].xyz); fixme:d3d_shader:shader_glsl_dump_program_source R0.w = (dot(R2.xyz, VC[7].xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R0.x = (dot(R2.xyz, VC[4].xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R0.y = (dot(R2.xyz, VC[5].xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R0.z = (dot(R2.xyz, VC[6].xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R1.w = (inversesqrt(abs(R1.w))); fixme:d3d_shader:shader_glsl_dump_program_source R0.w = (dot(R0.xyzw, R0.xyzw)); fixme:d3d_shader:shader_glsl_dump_program_source R4.xyz = (R1.xyz * R1.www); fixme:d3d_shader:shader_glsl_dump_program_source R0.w = (inversesqrt(abs(R0.w))); fixme:d3d_shader:shader_glsl_dump_program_source OUT[3].x = ((R5.x * VLC14.x) + VLC14.x); fixme:d3d_shader:shader_glsl_dump_program_source R1.xyz = ((R0.xyz * R0.www) + R4.xyz); fixme:d3d_shader:shader_glsl_dump_program_source R2.x = (dot(attrib2.xyz, VC[9].xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R5.xyz = (R1.xyz * VLC14.xxx); fixme:d3d_shader:shader_glsl_dump_program_source OUT[3].y = ((R2.x * VLC14.y) + VLC14.x); fixme:d3d_shader:shader_glsl_dump_program_source R2.x = (dot(attrib4.xyz, R5.xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R2.y = (dot(attrib3.xyz, R5.xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R6.xyz = (-R3.xyz + VC[11].xyz); fixme:d3d_shader:shader_glsl_dump_program_source R1.w = (dot(R6.xyz, VC[7].xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R1.x = (dot(R6.xyz, VC[4].xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R1.y = (dot(R6.xyz, VC[5].xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R1.z = (dot(R6.xyz, VC[6].xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R2.z = (dot(attrib2.xyz, R5.xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R1.w = (dot(R1.xyzw, R1.xyzw)); fixme:d3d_shader:shader_glsl_dump_program_source OUT[9].xyz = ((R2.xyz * VLC14.xxx) + VLC14.xxx); fixme:d3d_shader:shader_glsl_dump_program_source R1.w = (inversesqrt(abs(R1.w))); fixme:d3d_shader:shader_glsl_dump_program_source R5.x = (dot(attrib4.xyz, R4.xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R2.xyz = (R1.xyz * R1.www); fixme:d3d_shader:shader_glsl_dump_program_source R5.y = (dot(attrib3.xyz, R4.xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R1.xyz = ((R0.xyz * R0.www) + R2.xyz); fixme:d3d_shader:shader_glsl_dump_program_source R5.z = (dot(attrib2.xyz, R4.xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R4.xyz = (R1.xyz * VLC14.xxx); fixme:d3d_shader:shader_glsl_dump_program_source OUT[8].xyz = ((R5.xyz * VLC14.xxx) + VLC14.xxx); fixme:d3d_shader:shader_glsl_dump_program_source R1.x = (dot(attrib4.xyz, R4.xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R1.y = (dot(attrib3.xyz, R4.xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R1.z = (dot(attrib2.xyz, R4.xyz)); fixme:d3d_shader:shader_glsl_dump_program_source OUT[6].xyz = ((R1.xyz * VLC14.xxx) + VLC14.xxx); fixme:d3d_shader:shader_glsl_dump_program_source R4.xyz = (-R3.xyz + VC[12].xyz); fixme:d3d_shader:shader_glsl_dump_program_source R1.w = (dot(R4.xyz, VC[7].xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R1.x = (dot(R4.xyz, VC[4].xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R1.y = (dot(R4.xyz, VC[5].xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R1.z = (dot(R4.xyz, VC[6].xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R4.x = (dot(attrib4.xyz, R2.xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R1.w = (dot(R1.xyzw, R1.xyzw)); fixme:d3d_shader:shader_glsl_dump_program_source R4.y = (dot(attrib3.xyz, R2.xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R1.w = (inversesqrt(abs(R1.w))); fixme:d3d_shader:shader_glsl_dump_program_source R4.z = (dot(attrib2.xyz, R2.xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R2.xyz = (R1.xyz * R1.www); fixme:d3d_shader:shader_glsl_dump_program_source OUT[7].xyz = ((R4.xyz * VLC14.xxx) + VLC14.xxx); fixme:d3d_shader:shader_glsl_dump_program_source R0.xyz = ((R0.xyz * R0.www) + R2.xyz); fixme:d3d_shader:shader_glsl_dump_program_source OUT[10].xyz = (R3.xyz); fixme:d3d_shader:shader_glsl_dump_program_source R0.xyz = (R0.xyz * VLC14.xxx); fixme:d3d_shader:shader_glsl_dump_program_source R1.x = (dot(attrib4.xyz, R0.xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R1.y = (dot(attrib3.xyz, R0.xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R1.z = (dot(attrib2.xyz, R0.xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R0.x = (dot(attrib4.xyz, R2.xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R0.y = (dot(attrib3.xyz, R2.xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R0.z = (dot(attrib2.xyz, R2.xyz)); fixme:d3d_shader:shader_glsl_dump_program_source OUT[4].xyz = ((R1.xyz * VLC14.xxx) + VLC14.xxx); fixme:d3d_shader:shader_glsl_dump_program_source OUT[5].xyz = ((R0.xyz * VLC14.xxx) + VLC14.xxx); fixme:d3d_shader:shader_glsl_dump_program_source OUT[3].z = (VLC14.z); fixme:d3d_shader:shader_glsl_dump_program_source OUT[0].xy = (attrib1.xy); fixme:d3d_shader:shader_glsl_dump_program_source order_ps_input(OUT); fixme:d3d_shader:shader_glsl_dump_program_source gl_FogFragCoord = gl_Position.z; fixme:d3d_shader:shader_glsl_dump_program_source gl_Position.y = gl_Position.y * posFixup.y; fixme:d3d_shader:shader_glsl_dump_program_source gl_Position.xy += posFixup.zw * gl_Position.ww; fixme:d3d_shader:shader_glsl_dump_program_source gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; fixme:d3d_shader:shader_glsl_dump_program_source } fixme:d3d_shader:shader_glsl_dump_program_source fixme:d3d_shader:shader_glsl_dump_program_source Object 4: fixme:d3d_shader:shader_glsl_dump_program_source GL_OBJECT_SUBTYPE_ARB: GL_FRAGMENT_SHADER_ARB. fixme:d3d_shader:shader_glsl_dump_program_source GL_OBJECT_COMPILE_STATUS_ARB: 1. fixme:d3d_shader:shader_glsl_dump_program_source fixme:d3d_shader:shader_glsl_dump_program_source #version 120 fixme:d3d_shader:shader_glsl_dump_program_source #extension GL_ARB_shader_texture_lod : enable fixme:d3d_shader:shader_glsl_dump_program_source uniform vec4 PC[32]; fixme:d3d_shader:shader_glsl_dump_program_source uniform sampler2D Psampler0; fixme:d3d_shader:shader_glsl_dump_program_source uniform sampler2D Psampler1; fixme:d3d_shader:shader_glsl_dump_program_source uniform sampler2D Psampler2; fixme:d3d_shader:shader_glsl_dump_program_source uniform sampler2D Psampler3; fixme:d3d_shader:shader_glsl_dump_program_source uniform sampler2D Psampler4; fixme:d3d_shader:shader_glsl_dump_program_source vec4 T0 = gl_TexCoord[0]; fixme:d3d_shader:shader_glsl_dump_program_source vec4 T3 = gl_TexCoord[3]; fixme:d3d_shader:shader_glsl_dump_program_source vec4 T5 = gl_TexCoord[5]; fixme:d3d_shader:shader_glsl_dump_program_source vec4 T7 = gl_TexCoord[7]; fixme:d3d_shader:shader_glsl_dump_program_source vec4 R0; fixme:d3d_shader:shader_glsl_dump_program_source vec4 R1; fixme:d3d_shader:shader_glsl_dump_program_source vec4 R2; fixme:d3d_shader:shader_glsl_dump_program_source vec4 R3; fixme:d3d_shader:shader_glsl_dump_program_source vec4 R4; fixme:d3d_shader:shader_glsl_dump_program_source vec4 R5; fixme:d3d_shader:shader_glsl_dump_program_source vec4 R6; fixme:d3d_shader:shader_glsl_dump_program_source vec4 R7; fixme:d3d_shader:shader_glsl_dump_program_source vec4 R8; fixme:d3d_shader:shader_glsl_dump_program_source vec4 R9; fixme:d3d_shader:shader_glsl_dump_program_source vec4 tmp0; fixme:d3d_shader:shader_glsl_dump_program_source vec4 tmp1; fixme:d3d_shader:shader_glsl_dump_program_source uniform vec4 PLC7; fixme:d3d_shader:shader_glsl_dump_program_source void main() { fixme:d3d_shader:shader_glsl_dump_program_source R4.xyzw = (texture2D(Psampler1, T0.xy).xyzw); fixme:d3d_shader:shader_glsl_dump_program_source R1.xyzw = (texture2D(Psampler2, T0.xy).xyzw); fixme:d3d_shader:shader_glsl_dump_program_source R2.xyzw = (texture2D(Psampler3, T3.xy).xyzw); fixme:d3d_shader:shader_glsl_dump_program_source R3.xyzw = (texture2D(Psampler4, T0.xy).xyzw); fixme:d3d_shader:shader_glsl_dump_program_source R0.xyzw = (texture2D(Psampler0, T0.xy).xyzw); fixme:d3d_shader:shader_glsl_dump_program_source R5.xyz = (gl_Color.xyz + PLC7.xxx); fixme:d3d_shader:shader_glsl_dump_program_source R5.xyz = (R5.xyz + R5.xyz); fixme:d3d_shader:shader_glsl_dump_program_source R4.xyz = (R4.xyz + PLC7.xxx); fixme:d3d_shader:shader_glsl_dump_program_source R4.xyz = (R4.xyz + R4.xyz); fixme:d3d_shader:shader_glsl_dump_program_source tmp0.x = dot(R4.xyz, R4.xyz); fixme:d3d_shader:shader_glsl_dump_program_source R8.xyz = (tmp0.x == 0.0 ? vec3(0.0) : (R4.xyz * inversesqrt(tmp0.x))); fixme:d3d_shader:shader_glsl_dump_program_source R4.x = (dot(R8.xyz, R5.xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R5.xyz = (R4.xxx * PC[0].xyz); fixme:d3d_shader:shader_glsl_dump_program_source R5.xyz = clamp(R5.xyz, 0.0, 1.0); fixme:d3d_shader:shader_glsl_dump_program_source R1.w = (R4.x); fixme:d3d_shader:shader_glsl_dump_program_source R1.w = clamp(R1.w, 0.0, 1.0); fixme:d3d_shader:shader_glsl_dump_program_source R4.xyz = (T7.xyz + PLC7.xxx); fixme:d3d_shader:shader_glsl_dump_program_source R2.w = (R1.x * PLC7.y); fixme:d3d_shader:shader_glsl_dump_program_source R4.xyz = (R4.xyz + R4.xyz); fixme:d3d_shader:shader_glsl_dump_program_source R0.w = (R2.w == 0.0 ? 1.0 : pow(abs(R1.w), R2.w)); fixme:d3d_shader:shader_glsl_dump_program_source R6.x = (dot(R8.xyz, R4.xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R4.xyz = (R0.www * PC[1].xyz); fixme:d3d_shader:shader_glsl_dump_program_source R4.xyz = clamp(R4.xyz, 0.0, 1.0); fixme:d3d_shader:shader_glsl_dump_program_source R1.w = (R6.x); fixme:d3d_shader:shader_glsl_dump_program_source R1.w = clamp(R1.w, 0.0, 1.0); fixme:d3d_shader:shader_glsl_dump_program_source R6.xyz = (R6.xxx * PC[2].xyz); fixme:d3d_shader:shader_glsl_dump_program_source R6.xyz = clamp(R6.xyz, 0.0, 1.0); fixme:d3d_shader:shader_glsl_dump_program_source R0.w = (R2.w == 0.0 ? 1.0 : pow(abs(R1.w), R2.w)); fixme:d3d_shader:shader_glsl_dump_program_source R7.xyz = (R0.www * PC[3].xyz); fixme:d3d_shader:shader_glsl_dump_program_source R7.xyz = clamp(R7.xyz, 0.0, 1.0); fixme:d3d_shader:shader_glsl_dump_program_source R9.xyz = (T5.xyz + PLC7.xxx); fixme:d3d_shader:shader_glsl_dump_program_source R9.xyz = (R9.xyz + R9.xyz); fixme:d3d_shader:shader_glsl_dump_program_source R8.x = (dot(R8.xyz, R9.xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R7.xyz = (R4.xyz + R7.xyz); fixme:d3d_shader:shader_glsl_dump_program_source R1.w = (R8.x); fixme:d3d_shader:shader_glsl_dump_program_source R1.w = clamp(R1.w, 0.0, 1.0); fixme:d3d_shader:shader_glsl_dump_program_source R4.xyz = (R8.xxx * PC[4].xyz); fixme:d3d_shader:shader_glsl_dump_program_source R4.xyz = clamp(R4.xyz, 0.0, 1.0); fixme:d3d_shader:shader_glsl_dump_program_source R0.w = (R2.w == 0.0 ? 1.0 : pow(abs(R1.w), R2.w)); fixme:d3d_shader:shader_glsl_dump_program_source R8.xyz = (R0.www * PC[5].xyz); fixme:d3d_shader:shader_glsl_dump_program_source R8.xyz = clamp(R8.xyz, 0.0, 1.0); fixme:d3d_shader:shader_glsl_dump_program_source R7.xyz = (R7.xyz + R8.xyz); fixme:d3d_shader:shader_glsl_dump_program_source R7.xyz = clamp(R7.xyz, 0.0, 1.0); fixme:d3d_shader:shader_glsl_dump_program_source R2.xyz = (R2.xyz * R3.xyz); fixme:d3d_shader:shader_glsl_dump_program_source R2.xyz = ((R1.xyz * R7.xyz) + R2.xyz); fixme:d3d_shader:shader_glsl_dump_program_source R1.xyz = (R5.xyz + R6.xyz); fixme:d3d_shader:shader_glsl_dump_program_source R1.xyz = (R4.xyz + R1.xyz); fixme:d3d_shader:shader_glsl_dump_program_source R1.xyz = clamp(R1.xyz, 0.0, 1.0); fixme:d3d_shader:shader_glsl_dump_program_source R1.xyz = (R1.xyz + PC[6].xyz); fixme:d3d_shader:shader_glsl_dump_program_source R0.xyz = ((R1.xyz * R0.xyz) + R2.xyz); fixme:d3d_shader:shader_glsl_dump_program_source R0.w = (PLC7.z); fixme:d3d_shader:shader_glsl_dump_program_source gl_FragData[0].xyzw = (R0.xyzw); fixme:d3d_shader:shader_glsl_dump_program_source } fixme:d3d_shader:shader_glsl_dump_program_source fixme:d3d_shader:print_glsl_info_log Info log received from GLSL shader #1: fixme:d3d_shader:print_glsl_info_log error: shader uses too many varying components (36 > 32)