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Timo6

VDrift shader error log 01/09/11

Sep 1st, 2011
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  1. INFO: Loaded shader package simple
  2. INFO: Loaded shader package simple, variant simple_premult
  3. INFO: Loaded shader package simple, variant simple_gamma_premult
  4. INFO: Loaded shader package simple, variant simple_gamma
  5. INFO: Loaded shader package simple, variant simplecar
  6. INFO: Loaded shader package logluminance
  7. INFO: ----- Start Shader Compile Log for /Applications/VDrift/Dev/vdrift/data/shaders/logluminance/fragment.glsl -----
  8. INFO: ERROR: 0:30: Call to undeclared function 'texture2DLod'
  9.  
  10. INFO: ----- End Shader Compile Log -----
  11. INFO: ----- Start Shader Link Log for /Applications/VDrift/Dev/vdrift/data/shaders/logluminance/vertex.glsl and /Applications/VDrift/Dev/vdrift/data/shaders/logluminance/fragment.glsl -----
  12. INFO: ERROR: One or more attached shaders not successfully compiled
  13.  
  14. INFO: ----- End Shader Link Log -----
  15. ERROR: Shader compilation failure: /Applications/VDrift/Dev/vdrift/data/shaders/logluminance/vertex.glsl and /Applications/VDrift/Dev/vdrift/data/shaders/logluminance/fragment.glsl
  16. ERROR:
  17. ERROR: Vertex shader:
  18. ERROR: 1 : #version 120
  19. ERROR: 2 : #define _TINY_
  20. ERROR: 3 : #define _NORMALMAPS_
  21. ERROR: 4 : #define _REFLECTIONSTATIC_
  22. ERROR: 5 : #define SCREENRESY 1036
  23. ERROR: 6 : #define SCREENRESX 1920
  24. ERROR: 7 : varying vec2 tu0coord;
  25. ERROR: 8 :
  26. ERROR: 9 : void main()
  27. ERROR: 10 : {
  28. ERROR: 11 : // Transforming the vertex
  29. ERROR: 12 : gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
  30. ERROR: 13 :
  31. ERROR: 14 : tu0coord = vec2(gl_MultiTexCoord0);
  32. ERROR: 15 : }
  33. ERROR: 16 :
  34. ERROR:
  35. ERROR: Fragment shader:
  36. ERROR: 1 : #version 120
  37. ERROR: 2 : #define _TINY_
  38. ERROR: 3 : #define _NORMALMAPS_
  39. ERROR: 4 : #define _REFLECTIONSTATIC_
  40. ERROR: 5 : #define SCREENRESY 1036
  41. ERROR: 6 : #define SCREENRESX 1920
  42. ERROR: 7 : varying vec2 tu0coord;
  43. ERROR: 8 :
  44. ERROR: 9 : uniform sampler2D tu0_2D;
  45. ERROR: 10 :
  46. ERROR: 11 : const vec3 LUMINANCE = vec3(0.2125, 0.7154, 0.0721);
  47. ERROR: 12 : const float DELTA = 0.0001;
  48. ERROR: 13 :
  49. ERROR: 14 : /*const float scale = 0.1;
  50. ERROR: 15 : const float offset = 5.;
  51. ERROR: 16 : const float timefactor = 0.1;
  52. ERROR: 17 : const float scale_tiny = 3.0;
  53. ERROR: 18 : const float offset_tiny = -0.12;*/
  54. ERROR: 19 :
  55. ERROR: 20 : const float scale = 0.25;
  56. ERROR: 21 : const float offset = 2.0;
  57. ERROR: 22 : const float timefactor = 0.1;
  58. ERROR: 23 : //const float timefactor = 1.0;
  59. ERROR: 24 :
  60. ERROR: 25 : void main()
  61. ERROR: 26 : {
  62. ERROR: 27 : #ifdef _TINY_
  63. ERROR: 28 : float lod = 9;
  64. ERROR: 29 : //gl_FragColor.rgb = vec3(1.,1.,1.)*(texture2DLod(tu0_2D, tu0coord, lod).r+offset_tiny)*scale_tiny;
  65. ERROR: 30 : gl_FragColor.rgb = vec3(1.,1.,1.)*texture2DLod(tu0_2D, tu0coord, lod).r;
  66. ERROR: 31 : gl_FragColor.a = timefactor;
  67. ERROR: 32 : #else
  68. ERROR: 33 : float luminance = dot(LUMINANCE,texture2D(tu0_2D, tu0coord).rgb);
  69. ERROR: 34 : float logluminance = log(luminance+DELTA);
  70. ERROR: 35 : gl_FragColor.rgb = vec3(1.,1.,1.)*(logluminance+offset)*scale;
  71. ERROR: 36 : #endif
  72. ERROR: 37 : }
  73. ERROR: 38 :
  74. ERROR:
  75. ERROR: Disabling shaders due to shader loading error
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