Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Debug: EGL chosen config ID: 0x9 Native Visual ID: 0x44
- Debug: Buffer: 32 bits
- Debug: Red: 8 bits
- Debug: Green: 8 bits
- Debug: Blue: 8 bits
- Debug: Alpha: 8 bits
- Debug: Depth: 24 bits
- Debug: Creating XWindow W: 800 H: 600 VisualID: 0x44
- Info: =======================================================
- Info: glmark2 2012.08
- Info: =======================================================
- Info: OpenGL Information
- Info: GL_VENDOR: ARM
- Info: GL_RENDERER: Mali-400 MP
- Info: GL_VERSION: OpenGL ES 2.0
- Info: =======================================================
- Debug: Loading vertex shader from file None:
- Debug: const vec4 MaterialDiffuse = vec4(1.000000, 1.000000, 1.000000, 1.000000);
- Debug: const vec4 LightSourcePosition = vec4(20.000000, 20.000000, 10.000000, 1.000000);
- Debug: attribute vec3 position;
- Debug: attribute vec3 normal;
- Debug: attribute vec2 texcoord;
- Debug:
- Debug: uniform mat4 ModelViewProjectionMatrix;
- Debug: uniform mat4 NormalMatrix;
- Debug:
- Debug: varying vec4 Color;
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: // Transform the normal to eye coordinates
- Debug: vec3 N = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
- Debug:
- Debug: // The LightSourcePosition is actually its direction for directional light
- Debug: vec3 L = normalize(LightSourcePosition.xyz);
- Debug:
- Debug: // Multiply the diffuse value by the vertex color (which is fixed in this case)
- Debug: // to get the actual color that we will use to draw this vertex with
- Debug: float diffuse = max(dot(N, L), 0.0);
- Debug: Color = vec4(diffuse * MaterialDiffuse.rgb, MaterialDiffuse.a);
- Debug:
- Debug: // Set the texture coordinates as a varying
- Debug: TextureCoord = texcoord;
- Debug:
- Debug: // Transform the position to clip coordinates
- Debug: gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: varying vec4 Color;
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: gl_FragColor = Color;
- Debug: }
- Debug: Loading model from 3ds file '/usr/share/glmark2/models/horse.3ds'
- Debug: Object name: HORSE_L_Mate Vertex count: 3582 Face count: 7172
- Info: [build] use-vbo=false:Debug: Validation failed! Expected: 0xffa7a7a7 Actual: 0x0 Distance: 289.252485
- Validation: Failure
- Debug: Loading vertex shader from file None:
- Debug: const vec4 MaterialDiffuse = vec4(1.000000, 1.000000, 1.000000, 1.000000);
- Debug: const vec4 LightSourcePosition = vec4(20.000000, 20.000000, 10.000000, 1.000000);
- Debug: attribute vec3 position;
- Debug: attribute vec3 normal;
- Debug: attribute vec2 texcoord;
- Debug:
- Debug: uniform mat4 ModelViewProjectionMatrix;
- Debug: uniform mat4 NormalMatrix;
- Debug:
- Debug: varying vec4 Color;
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: // Transform the normal to eye coordinates
- Debug: vec3 N = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
- Debug:
- Debug: // The LightSourcePosition is actually its direction for directional light
- Debug: vec3 L = normalize(LightSourcePosition.xyz);
- Debug:
- Debug: // Multiply the diffuse value by the vertex color (which is fixed in this case)
- Debug: // to get the actual color that we will use to draw this vertex with
- Debug: float diffuse = max(dot(N, L), 0.0);
- Debug: Color = vec4(diffuse * MaterialDiffuse.rgb, MaterialDiffuse.a);
- Debug:
- Debug: // Set the texture coordinates as a varying
- Debug: TextureCoord = texcoord;
- Debug:
- Debug: // Transform the position to clip coordinates
- Debug: gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: varying vec4 Color;
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: gl_FragColor = Color;
- Debug: }
- Debug: Loading model from 3ds file '/usr/share/glmark2/models/horse.3ds'
- Debug: Object name: HORSE_L_Mate Vertex count: 3582 Face count: 7172
- Info: [build] use-vbo=true: Validation: Success
- Debug: Reading PNG file /usr/share/glmark2/textures/crate-base.png
- Debug: Height: 512 Width: 512 Bpp: 3
- Debug: Loading vertex shader from file None:
- Debug: const vec4 MaterialDiffuse = vec4(1.000000, 1.000000, 1.000000, 1.000000);
- Debug: const vec4 LightSourcePosition = vec4(20.000000, 20.000000, 10.000000, 1.000000);
- Debug: attribute vec3 position;
- Debug: attribute vec3 normal;
- Debug: attribute vec2 texcoord;
- Debug:
- Debug: uniform mat4 ModelViewProjectionMatrix;
- Debug: uniform mat4 NormalMatrix;
- Debug:
- Debug: varying vec4 Color;
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: // Transform the normal to eye coordinates
- Debug: vec3 N = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
- Debug:
- Debug: // The LightSourcePosition is actually its direction for directional light
- Debug: vec3 L = normalize(LightSourcePosition.xyz);
- Debug:
- Debug: // Multiply the diffuse value by the vertex color (which is fixed in this case)
- Debug: // to get the actual color that we will use to draw this vertex with
- Debug: float diffuse = max(dot(N, L), 0.0);
- Debug: Color = vec4(diffuse * MaterialDiffuse.rgb, MaterialDiffuse.a);
- Debug:
- Debug: // Set the texture coordinates as a varying
- Debug: TextureCoord = texcoord;
- Debug:
- Debug: // Transform the position to clip coordinates
- Debug: gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: uniform sampler2D MaterialTexture0;
- Debug:
- Debug: varying vec4 Color;
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: vec4 texel = texture2D(MaterialTexture0, TextureCoord);
- Debug: gl_FragColor = texel * Color;
- Debug: }
- Debug:
- Debug: Loading model from 3ds file '/usr/share/glmark2/models/cube.3ds'
- Debug: Object name: Cube Vertex count: 20 Face count: 12
- Info: [texture] texture-filter=nearest:Debug: Validation failed! Expected: 0xff282a2b Actual: 0xffaeaeae Distance: 229.218237
- Validation: Failure
- Debug: Reading PNG file /usr/share/glmark2/textures/crate-base.png
- Debug: Height: 512 Width: 512 Bpp: 3
- Debug: Loading vertex shader from file None:
- Debug: const vec4 MaterialDiffuse = vec4(1.000000, 1.000000, 1.000000, 1.000000);
- Debug: const vec4 LightSourcePosition = vec4(20.000000, 20.000000, 10.000000, 1.000000);
- Debug: attribute vec3 position;
- Debug: attribute vec3 normal;
- Debug: attribute vec2 texcoord;
- Debug:
- Debug: uniform mat4 ModelViewProjectionMatrix;
- Debug: uniform mat4 NormalMatrix;
- Debug:
- Debug: varying vec4 Color;
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: // Transform the normal to eye coordinates
- Debug: vec3 N = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
- Debug:
- Debug: // The LightSourcePosition is actually its direction for directional light
- Debug: vec3 L = normalize(LightSourcePosition.xyz);
- Debug:
- Debug: // Multiply the diffuse value by the vertex color (which is fixed in this case)
- Debug: // to get the actual color that we will use to draw this vertex with
- Debug: float diffuse = max(dot(N, L), 0.0);
- Debug: Color = vec4(diffuse * MaterialDiffuse.rgb, MaterialDiffuse.a);
- Debug:
- Debug: // Set the texture coordinates as a varying
- Debug: TextureCoord = texcoord;
- Debug:
- Debug: // Transform the position to clip coordinates
- Debug: gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: uniform sampler2D MaterialTexture0;
- Debug:
- Debug: varying vec4 Color;
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: vec4 texel = texture2D(MaterialTexture0, TextureCoord);
- Debug: gl_FragColor = texel * Color;
- Debug: }
- Debug:
- Debug: Loading model from 3ds file '/usr/share/glmark2/models/cube.3ds'
- Debug: Object name: Cube Vertex count: 20 Face count: 12
- Info: [texture] texture-filter=linear: Validation: Success
- Debug: Reading PNG file /usr/share/glmark2/textures/crate-base.png
- Debug: Height: 512 Width: 512 Bpp: 3
- Debug: Loading vertex shader from file None:
- Debug: const vec4 MaterialDiffuse = vec4(1.000000, 1.000000, 1.000000, 1.000000);
- Debug: const vec4 LightSourcePosition = vec4(20.000000, 20.000000, 10.000000, 1.000000);
- Debug: attribute vec3 position;
- Debug: attribute vec3 normal;
- Debug: attribute vec2 texcoord;
- Debug:
- Debug: uniform mat4 ModelViewProjectionMatrix;
- Debug: uniform mat4 NormalMatrix;
- Debug:
- Debug: varying vec4 Color;
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: // Transform the normal to eye coordinates
- Debug: vec3 N = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
- Debug:
- Debug: // The LightSourcePosition is actually its direction for directional light
- Debug: vec3 L = normalize(LightSourcePosition.xyz);
- Debug:
- Debug: // Multiply the diffuse value by the vertex color (which is fixed in this case)
- Debug: // to get the actual color that we will use to draw this vertex with
- Debug: float diffuse = max(dot(N, L), 0.0);
- Debug: Color = vec4(diffuse * MaterialDiffuse.rgb, MaterialDiffuse.a);
- Debug:
- Debug: // Set the texture coordinates as a varying
- Debug: TextureCoord = texcoord;
- Debug:
- Debug: // Transform the position to clip coordinates
- Debug: gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: uniform sampler2D MaterialTexture0;
- Debug:
- Debug: varying vec4 Color;
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: vec4 texel = texture2D(MaterialTexture0, TextureCoord);
- Debug: gl_FragColor = texel * Color;
- Debug: }
- Debug:
- Debug: Loading model from 3ds file '/usr/share/glmark2/models/cube.3ds'
- Debug: Object name: Cube Vertex count: 20 Face count: 12
- Info: [texture] texture-filter=mipmap: Validation: Success
- Debug: Loading vertex shader from file None:
- Debug: const vec4 MaterialDiffuse = vec4(0.000000, 0.000000, 1.000000, 1.000000);
- Debug: const vec4 LightSourcePosition = vec4(20.000000, 20.000000, 10.000000, 1.000000);
- Debug: attribute vec3 position;
- Debug: attribute vec3 normal;
- Debug: attribute vec2 texcoord;
- Debug:
- Debug: uniform mat4 ModelViewProjectionMatrix;
- Debug: uniform mat4 NormalMatrix;
- Debug:
- Debug: varying vec4 Color;
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: // Transform the normal to eye coordinates
- Debug: vec3 N = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
- Debug:
- Debug: // The LightSourcePosition is actually its direction for directional light
- Debug: vec3 L = normalize(LightSourcePosition.xyz);
- Debug:
- Debug: // Multiply the diffuse value by the vertex color (which is fixed in this case)
- Debug: // to get the actual color that we will use to draw this vertex with
- Debug: float diffuse = max(dot(N, L), 0.0);
- Debug: Color = vec4(diffuse * MaterialDiffuse.rgb, MaterialDiffuse.a);
- Debug:
- Debug: // Set the texture coordinates as a varying
- Debug: TextureCoord = texcoord;
- Debug:
- Debug: // Transform the position to clip coordinates
- Debug: gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: varying vec4 Color;
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: gl_FragColor = Color;
- Debug: }
- Debug: Loading model from 3ds file '/usr/share/glmark2/models/cat.3ds'
- Debug: Object name: Mesh1_Materi Vertex count: 7340 Face count: 14348
- Info: [shading] shading=gouraud:Debug: Validation failed! Expected: 0xff2d0000 Actual: 0xff111212 Distance: 37.841776
- Validation: Failure
- Debug: Loading vertex shader from file None:
- Debug: attribute vec3 position;
- Debug: attribute vec3 normal;
- Debug:
- Debug: uniform mat4 ModelViewProjectionMatrix;
- Debug: uniform mat4 NormalMatrix;
- Debug:
- Debug: varying vec3 Normal;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: // Transform the normal to eye coordinates
- Debug: Normal = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
- Debug:
- Debug: // Transform the position to clip coordinates
- Debug: gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: const vec3 LightSourceHalfVector = vec3(0.408248, 0.408248, 0.816497);
- Debug: const vec4 LightSourcePosition = vec4(20.000000, 20.000000, 10.000000, 1.000000);
- Debug: varying vec3 Normal;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: const vec4 LightSourceAmbient = vec4(0.1, 0.1, 0.1, 1.0);
- Debug: const vec4 LightSourceDiffuse = vec4(0.8, 0.8, 0.8, 1.0);
- Debug: const vec4 LightSourceSpecular = vec4(0.8, 0.8, 0.8, 1.0);
- Debug: const vec4 MaterialAmbient = vec4(1.0, 1.0, 1.0, 1.0);
- Debug: const vec4 MaterialDiffuse = vec4(0.0, 0.0, 1.0, 1.0);
- Debug: const vec4 MaterialSpecular = vec4(1.0, 1.0, 1.0, 1.0);
- Debug: const float MaterialShininess = 100.0;
- Debug:
- Debug: vec3 N = normalize(Normal);
- Debug:
- Debug: // In the lighting model we are using here (Blinn-Phong with light at
- Debug: // infinity, viewer at infinity), the light position/direction and the
- Debug: // half vector is constant for the all the fragments.
- Debug: vec3 L = normalize(LightSourcePosition.xyz);
- Debug: vec3 H = normalize(LightSourceHalfVector);
- Debug:
- Debug: // Calculate the diffuse color according to Lambertian reflectance
- Debug: vec4 diffuse = MaterialDiffuse * LightSourceDiffuse * max(dot(N, L), 0.0);
- Debug:
- Debug: // Calculate the ambient color
- Debug: vec4 ambient = MaterialAmbient * LightSourceAmbient;
- Debug:
- Debug: // Calculate the specular color according to the Blinn-Phong model
- Debug: vec4 specular = MaterialSpecular * LightSourceSpecular *
- Debug: pow(max(dot(N,H), 0.0), MaterialShininess);
- Debug:
- Debug: // Calculate the final color
- Debug: gl_FragColor = vec4((ambient + specular + diffuse).xyz, 1.0);
- Debug: }
- Debug: Loading model from 3ds file '/usr/share/glmark2/models/cat.3ds'
- Debug: Object name: Mesh1_Materi Vertex count: 7340 Face count: 14348
- Info: [shading] shading=blinn-phong-inf:Debug: Validation failed! Expected: 0xff3e1a1a Actual: 0xff2e0000 Distance: 40.099875
- Validation: Failure
- Debug: Loading vertex shader from file None:
- Debug: attribute vec3 position;
- Debug: attribute vec3 normal;
- Debug:
- Debug: uniform mat4 ModelViewProjectionMatrix;
- Debug: uniform mat4 NormalMatrix;
- Debug: uniform mat4 ModelViewMatrix;
- Debug:
- Debug: varying vec3 vertex_normal;
- Debug: varying vec4 vertex_position;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: vec4 current_position = vec4(position, 1.0);
- Debug:
- Debug: // Transform the normal to eye coordinates
- Debug: vertex_normal = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
- Debug:
- Debug: // Transform the current position to eye coordinates
- Debug: vertex_position = ModelViewMatrix * current_position;
- Debug:
- Debug: // Transform the current position to clip coordinates
- Debug: gl_Position = ModelViewProjectionMatrix * current_position;
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: const vec4 MaterialDiffuse = vec4(0.000000, 0.000000, 1.000000, 1.000000);
- Debug: const vec4 LightColor0 = vec4(0.800000, 0.800000, 0.800000, 1.000000);
- Debug: const vec4 LightSourcePosition0 = vec4(0.000000, 1.000000, 0.000000, 1.000000);
- Debug: varying vec3 vertex_normal;
- Debug: varying vec4 vertex_position;
- Debug:
- Debug: vec4
- Debug: compute_color(vec4 light_position, vec4 diffuse_light_color)
- Debug: {
- Debug: const vec4 lightAmbient = vec4(0.1, 0.1, 0.1, 1.0);
- Debug: const vec4 lightSpecular = vec4(0.8, 0.8, 0.8, 1.0);
- Debug: const vec4 matAmbient = vec4(0.2, 0.2, 0.2, 1.0);
- Debug: const vec4 matSpecular = vec4(1.0, 1.0, 1.0, 1.0);
- Debug: const float matShininess = 100.0;
- Debug: vec3 eye_direction = normalize(-vertex_position.xyz);
- Debug: vec3 light_direction = normalize(light_position.xyz/light_position.w -
- Debug: vertex_position.xyz/vertex_position.w);
- Debug: vec3 normalized_normal = normalize(vertex_normal);
- Debug: vec3 reflection = reflect(-light_direction, normalized_normal);
- Debug: float specularTerm = pow(max(0.0, dot(reflection, eye_direction)), matShininess);
- Debug: float diffuseTerm = max(0.0, dot(normalized_normal, light_direction));
- Debug: vec4 specular = (lightSpecular * matSpecular);
- Debug: vec4 ambient = (lightAmbient * matAmbient);
- Debug: vec4 diffuse = (diffuse_light_color * MaterialDiffuse);
- Debug: vec4 result = (specular * specularTerm) + ambient + (diffuse * diffuseTerm);
- Debug: return result;
- Debug: }
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
- Debug: gl_FragColor += compute_color(LightSourcePosition0, LightColor0);
- Debug:
- Debug: }
- Debug: Loading model from 3ds file '/usr/share/glmark2/models/cat.3ds'
- Debug: Object name: Mesh1_Materi Vertex count: 7340 Face count: 14348
- Info: [shading] shading=phong:Debug: Validation failed! Expected: 0xffad0505 Actual: 0xff3e1a1a Distance: 114.904308
- Validation: Failure
- Debug: Loading model from 3ds file '/usr/share/glmark2/models/asteroid-high.3ds'
- Debug: Object name: Icosphere.00 Vertex count: 24002 Face count: 48000
- Debug: Loading vertex shader from file None:
- Debug: attribute vec3 position;
- Debug: attribute vec3 normal;
- Debug:
- Debug: uniform mat4 ModelViewProjectionMatrix;
- Debug: uniform mat4 NormalMatrix;
- Debug:
- Debug: varying vec3 Normal;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: // Transform the normal to eye coordinates
- Debug: Normal = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
- Debug:
- Debug: // Transform the position to clip coordinates
- Debug: gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: const vec3 LightSourceHalfVector = vec3(0.408248, 0.408248, 0.816497);
- Debug: const vec4 LightSourcePosition = vec4(20.000000, 20.000000, 10.000000, 1.000000);
- Debug: varying vec3 Normal;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: const vec4 LightSourceAmbient = vec4(0.1, 0.1, 0.1, 1.0);
- Debug: const vec4 LightSourceDiffuse = vec4(0.8, 0.8, 0.8, 1.0);
- Debug: const vec4 LightSourceSpecular = vec4(0.8, 0.8, 0.8, 1.0);
- Debug: const vec4 MaterialAmbient = vec4(1.0, 1.0, 1.0, 1.0);
- Debug: const vec4 MaterialDiffuse = vec4(1.0, 1.0, 1.0, 1.0);
- Debug: const vec4 MaterialSpecular = vec4(0.2, 0.2, 0.2, 1.0);
- Debug: const float MaterialShininess = 100.0;
- Debug:
- Debug: vec3 N = normalize(Normal);
- Debug:
- Debug: // In the lighting model we are using here (Blinn-Phong with light at
- Debug: // infinity, viewer at infinity), the light position/direction and the
- Debug: // half vector is constant for the all the fragments.
- Debug: vec3 L = normalize(LightSourcePosition.xyz);
- Debug: vec3 H = normalize(LightSourceHalfVector);
- Debug:
- Debug: // Calculate the diffuse color according to Lambertian reflectance
- Debug: vec4 diffuse = MaterialDiffuse * LightSourceDiffuse * max(dot(N, L), 0.0);
- Debug:
- Debug: // Calculate the ambient color
- Debug: vec4 ambient = MaterialAmbient * LightSourceAmbient;
- Debug:
- Debug: // Calculate the specular color according to the Blinn-Phong model
- Debug: vec4 specular = MaterialSpecular * LightSourceSpecular *
- Debug: pow(max(dot(N,H), 0.0), MaterialShininess);
- Debug:
- Debug: // Calculate the final color
- Debug: gl_FragColor = ambient + specular + diffuse;
- Debug: }
- Info: [bump] bump-render=high-poly:Debug: Validation failed! Expected: 0xff9c9c9c Actual: 0xffa00505 Distance: 213.583707
- Validation: Failure
- Debug: Loading model from 3ds file '/usr/share/glmark2/models/asteroid-low.3ds'
- Debug: Object name: Icosphere Vertex count: 262 Face count: 480
- Debug: Loading vertex shader from file None:
- Debug: attribute vec3 position;
- Debug: attribute vec2 texcoord;
- Debug:
- Debug: uniform mat4 ModelViewProjectionMatrix;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: TextureCoord = texcoord;
- Debug:
- Debug: // Transform the position to clip coordinates
- Debug: gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: const vec3 LightSourceHalfVector = vec3(0.408248, 0.408248, 0.816497);
- Debug: const vec4 LightSourcePosition = vec4(20.000000, 20.000000, 10.000000, 1.000000);
- Debug: uniform sampler2D NormalMap;
- Debug: uniform mat4 NormalMatrix;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: const vec4 LightSourceAmbient = vec4(0.1, 0.1, 0.1, 1.0);
- Debug: const vec4 LightSourceDiffuse = vec4(0.8, 0.8, 0.8, 1.0);
- Debug: const vec4 LightSourceSpecular = vec4(0.8, 0.8, 0.8, 1.0);
- Debug: const vec4 MaterialAmbient = vec4(1.0, 1.0, 1.0, 1.0);
- Debug: const vec4 MaterialDiffuse = vec4(1.0, 1.0, 1.0, 1.0);
- Debug: const vec4 MaterialSpecular = vec4(0.2, 0.2, 0.2, 1.0);
- Debug: const float MaterialShininess = 100.0;
- Debug:
- Debug: // Get the raw normal XYZ data from the normal map
- Debug: vec3 normal_raw = texture2D(NormalMap, TextureCoord).xyz;
- Debug: // Map "color" range [0, 1.0] to normal range [-1.0, 1.0]
- Debug: vec3 normal_scaled = normal_raw * 2.0 - 1.0;
- Debug:
- Debug: // Convert the normal to eye coordinates. Note that the normal map
- Debug: // we are using is using object coordinates (not tangent!) for the
- Debug: // normals, so we can multiply by the NormalMatrix as usual.
- Debug: vec3 N = normalize(vec3(NormalMatrix * vec4(normal_scaled, 1.0)));
- Debug:
- Debug: // In the lighting model we are using here (Blinn-Phong with light at
- Debug: // infinity, viewer at infinity), the light position/direction and the
- Debug: // half vector is constant for the all the fragments.
- Debug: vec3 L = normalize(LightSourcePosition.xyz);
- Debug: vec3 H = normalize(LightSourceHalfVector);
- Debug:
- Debug: // Calculate the diffuse color according to Lambertian reflectance
- Debug: vec4 diffuse = MaterialDiffuse * LightSourceDiffuse * max(dot(N, L), 0.0);
- Debug:
- Debug: // Calculate the ambient color
- Debug: vec4 ambient = MaterialAmbient * LightSourceAmbient;
- Debug:
- Debug: // Calculate the specular color according to the Blinn-Phong model
- Debug: vec4 specular = MaterialSpecular * LightSourceSpecular *
- Debug: pow(max(dot(N,H), 0.0), MaterialShininess);
- Debug:
- Debug: // Calculate the final color
- Debug: gl_FragColor = ambient + specular + diffuse;
- Debug: }
- Debug: Reading PNG file /usr/share/glmark2/textures/asteroid-normal-map.png
- Debug: Height: 1024 Width: 1024 Bpp: 3
- Info: [bump] bump-render=normals:Debug: Validation failed! Expected: 0xffa4a4a4 Actual: 0xff9c9c9c Distance: 13.856406
- Validation: Failure
- Debug: Loading model from 3ds file '/usr/share/glmark2/models/asteroid-low.3ds'
- Debug: Object name: Icosphere Vertex count: 262 Face count: 480
- Debug: Loading vertex shader from file None:
- Debug: attribute vec3 position;
- Debug: attribute vec2 texcoord;
- Debug: attribute vec3 normal;
- Debug: attribute vec3 tangent;
- Debug:
- Debug: uniform mat4 ModelViewProjectionMatrix;
- Debug: uniform mat4 NormalMatrix;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug: varying vec3 NormalEye;
- Debug: varying vec3 TangentEye;
- Debug: varying vec3 BitangentEye;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: TextureCoord = texcoord;
- Debug:
- Debug: // Transform normal, tangent and bitangent to eye space, keeping
- Debug: // all of them perpendicular to the Normal. That is why we use
- Debug: // NormalMatrix, instead of ModelView, to transform the tangent and
- Debug: // bitangent.
- Debug: NormalEye = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
- Debug: TangentEye = normalize(vec3(NormalMatrix * vec4(tangent, 1.0)));
- Debug: BitangentEye = normalize(vec3(NormalMatrix * vec4(cross(normal, tangent), 1.0)));
- Debug:
- Debug: // Transform the position to clip coordinates
- Debug: gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: const float TextureStepY = 0.000977;
- Debug: const float TextureStepX = 0.000977;
- Debug: const vec3 LightSourceHalfVector = vec3(0.408248, 0.408248, 0.816497);
- Debug: const vec4 LightSourcePosition = vec4(20.000000, 20.000000, 10.000000, 1.000000);
- Debug:
- Debug: uniform sampler2D HeightMap;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug: varying vec3 NormalEye;
- Debug: varying vec3 TangentEye;
- Debug: varying vec3 BitangentEye;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: const vec4 LightSourceAmbient = vec4(0.1, 0.1, 0.1, 1.0);
- Debug: const vec4 LightSourceDiffuse = vec4(0.8, 0.8, 0.8, 1.0);
- Debug: const vec4 LightSourceSpecular = vec4(0.8, 0.8, 0.8, 1.0);
- Debug: const vec4 MaterialAmbient = vec4(1.0, 1.0, 1.0, 1.0);
- Debug: const vec4 MaterialDiffuse = vec4(1.0, 1.0, 1.0, 1.0);
- Debug: const vec4 MaterialSpecular = vec4(0.2, 0.2, 0.2, 1.0);
- Debug: const float MaterialShininess = 100.0;
- Debug: const float height_factor = 13.0;
- Debug:
- Debug: // Get the data from the height map
- Debug: float height0 = texture2D(HeightMap, TextureCoord).x;
- Debug: float heightX = texture2D(HeightMap, TextureCoord + vec2(TextureStepX, 0.0)).x;
- Debug: float heightY = texture2D(HeightMap, TextureCoord + vec2(0.0, TextureStepY)).x;
- Debug: vec2 dh = vec2(heightX - height0, heightY - height0);
- Debug:
- Debug: // Adjust the normal based on the height map data
- Debug: vec3 N = NormalEye - height_factor * dh.x * TangentEye -
- Debug: height_factor * dh.y * BitangentEye;
- Debug: N = normalize(N);
- Debug:
- Debug: // In the lighting model we are using here (Blinn-Phong with light at
- Debug: // infinity, viewer at infinity), the light position/direction and the
- Debug: // half vector is constant for the all the fragments.
- Debug: vec3 L = normalize(LightSourcePosition.xyz);
- Debug: vec3 H = normalize(LightSourceHalfVector);
- Debug:
- Debug: // Calculate the diffuse color according to Lambertian reflectance
- Debug: vec4 diffuse = MaterialDiffuse * LightSourceDiffuse * max(dot(N, L), 0.0);
- Debug:
- Debug: // Calculate the ambient color
- Debug: vec4 ambient = MaterialAmbient * LightSourceAmbient;
- Debug:
- Debug: // Calculate the specular color according to the Blinn-Phong model
- Debug: vec4 specular = MaterialSpecular * LightSourceSpecular *
- Debug: pow(max(dot(N,H), 0.0), MaterialShininess);
- Debug:
- Debug: // Calculate the final color
- Debug: gl_FragColor = ambient + specular + diffuse;
- Debug:
- Debug: //gl_FragColor = vec4(height_diff_raw.xy, 0.0, 1.0);
- Debug: //gl_FragColor = vec4(height_diff_scaled.xy, 0.0, 1.0);
- Debug: //gl_FragColor = vec4(Tangent, 1.0);
- Debug: }
- Debug: Reading PNG file /usr/share/glmark2/textures/asteroid-height-map.png
- Debug: Height: 1024 Width: 1024 Bpp: 4
- Info: [bump] bump-render=height:Debug: Validation failed! Expected: 0xff9d9d9d Actual: 0xffa4a4a4 Distance: 12.124356
- Validation: Failure
- Debug: Reading PNG file /usr/share/glmark2/textures/effect-2d.png
- Debug: Height: 800 Width: 600 Bpp: 3
- Debug: Parsing kernel matrix:
- Debug: 0.000000 1.000000 0.000000
- Debug: 1.000000 -4.000000 1.000000
- Debug: 0.000000 1.000000 0.000000
- Debug: Normalized kernel matrix:
- Debug: 0.000000 0.250000 0.000000
- Debug: 0.250000 -1.000000 0.250000
- Debug: 0.000000 0.250000 0.000000
- Debug: Loading vertex shader from file None:
- Debug: attribute vec3 position;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: gl_Position = vec4(position, 1.0);
- Debug:
- Debug: TextureCoord = position.xy * 0.5 + 0.5;
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: const float Kernel0 = 0.000000;
- Debug: const float Kernel1 = 0.250000;
- Debug: const float Kernel2 = 0.000000;
- Debug: const float Kernel3 = 0.250000;
- Debug: const float Kernel4 = -1.000000;
- Debug: const float Kernel5 = 0.250000;
- Debug: const float Kernel6 = 0.000000;
- Debug: const float Kernel7 = 0.250000;
- Debug: const float Kernel8 = 0.000000;
- Debug: const float TextureStepY = 0.001667;
- Debug: const float TextureStepX = 0.001250;
- Debug: uniform sampler2D Texture0;
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: vec4 result;
- Debug:
- Debug: result = texture2D(Texture0, TextureCoord + vec2(-1.0 * TextureStepX, 1.0 * TextureStepY)) * Kernel0 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0 * TextureStepX, 1.0 * TextureStepY)) * Kernel1 +
- Debug: texture2D(Texture0, TextureCoord + vec2(1.0 * TextureStepX, 1.0 * TextureStepY)) * Kernel2 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-1.0 * TextureStepX, 0.0 * TextureStepY)) * Kernel3 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0 * TextureStepX, 0.0 * TextureStepY)) * Kernel4 +
- Debug: texture2D(Texture0, TextureCoord + vec2(1.0 * TextureStepX, 0.0 * TextureStepY)) * Kernel5 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-1.0 * TextureStepX, -1.0 * TextureStepY)) * Kernel6 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0 * TextureStepX, -1.0 * TextureStepY)) * Kernel7 +
- Debug: texture2D(Texture0, TextureCoord + vec2(1.0 * TextureStepX, -1.0 * TextureStepY)) * Kernel8;
- Debug:
- Debug:
- Debug: gl_FragColor = vec4(result.xyz, 1.0);
- Debug: }
- Debug:
- Info: [effect2d] kernel=0,1,0;1,-4,1;0,1,0;:Debug: Parsing kernel matrix:
- Debug: 0.000000 1.000000 0.000000
- Debug: 1.000000 -4.000000 1.000000
- Debug: 0.000000 1.000000 0.000000
- Debug: Parsing kernel matrix:
- Debug: 1.000000 1.000000 1.000000 1.000000 1.000000
- Debug: 1.000000 1.000000 1.000000 1.000000 1.000000
- Debug: 1.000000 1.000000 1.000000 1.000000 1.000000
- Debug: Parsing kernel matrix:
- Debug: 0.000000 1.000000 0.000000
- Debug: 1.000000 -4.000000 1.000000
- Debug: 0.000000 1.000000 0.000000
- Debug: Validation failed! Expected: 0xff2f0c17 Actual: 0xff707070 Distance: 148.815322
- Validation: Failure
- Debug: Reading PNG file /usr/share/glmark2/textures/effect-2d.png
- Debug: Height: 800 Width: 600 Bpp: 3
- Debug: Parsing kernel matrix:
- Debug: 1.000000 1.000000 1.000000 1.000000 1.000000
- Debug: 1.000000 1.000000 1.000000 1.000000 1.000000
- Debug: 1.000000 1.000000 1.000000 1.000000 1.000000
- Debug: Normalized kernel matrix:
- Debug: 0.066667 0.066667 0.066667 0.066667 0.066667
- Debug: 0.066667 0.066667 0.066667 0.066667 0.066667
- Debug: 0.066667 0.066667 0.066667 0.066667 0.066667
- Debug: Loading vertex shader from file None:
- Debug: attribute vec3 position;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: gl_Position = vec4(position, 1.0);
- Debug:
- Debug: TextureCoord = position.xy * 0.5 + 0.5;
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: const float Kernel0 = 0.066667;
- Debug: const float Kernel1 = 0.066667;
- Debug: const float Kernel2 = 0.066667;
- Debug: const float Kernel3 = 0.066667;
- Debug: const float Kernel4 = 0.066667;
- Debug: const float Kernel5 = 0.066667;
- Debug: const float Kernel6 = 0.066667;
- Debug: const float Kernel7 = 0.066667;
- Debug: const float Kernel8 = 0.066667;
- Debug: const float Kernel9 = 0.066667;
- Debug: const float Kernel10 = 0.066667;
- Debug: const float Kernel11 = 0.066667;
- Debug: const float Kernel12 = 0.066667;
- Debug: const float Kernel13 = 0.066667;
- Debug: const float Kernel14 = 0.066667;
- Debug: const float TextureStepY = 0.001667;
- Debug: const float TextureStepX = 0.001250;
- Debug: uniform sampler2D Texture0;
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: vec4 result;
- Debug:
- Debug: result = texture2D(Texture0, TextureCoord + vec2(-2.0 * TextureStepX, 1.0 * TextureStepY)) * Kernel0 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-1.0 * TextureStepX, 1.0 * TextureStepY)) * Kernel1 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0 * TextureStepX, 1.0 * TextureStepY)) * Kernel2 +
- Debug: texture2D(Texture0, TextureCoord + vec2(1.0 * TextureStepX, 1.0 * TextureStepY)) * Kernel3 +
- Debug: texture2D(Texture0, TextureCoord + vec2(2.0 * TextureStepX, 1.0 * TextureStepY)) * Kernel4 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-2.0 * TextureStepX, 0.0 * TextureStepY)) * Kernel5 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-1.0 * TextureStepX, 0.0 * TextureStepY)) * Kernel6 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0 * TextureStepX, 0.0 * TextureStepY)) * Kernel7 +
- Debug: texture2D(Texture0, TextureCoord + vec2(1.0 * TextureStepX, 0.0 * TextureStepY)) * Kernel8 +
- Debug: texture2D(Texture0, TextureCoord + vec2(2.0 * TextureStepX, 0.0 * TextureStepY)) * Kernel9 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-2.0 * TextureStepX, -1.0 * TextureStepY)) * Kernel10 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-1.0 * TextureStepX, -1.0 * TextureStepY)) * Kernel11 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0 * TextureStepX, -1.0 * TextureStepY)) * Kernel12 +
- Debug: texture2D(Texture0, TextureCoord + vec2(1.0 * TextureStepX, -1.0 * TextureStepY)) * Kernel13 +
- Debug: texture2D(Texture0, TextureCoord + vec2(2.0 * TextureStepX, -1.0 * TextureStepY)) * Kernel14;
- Debug:
- Debug:
- Debug: gl_FragColor = vec4(result.xyz, 1.0);
- Debug: }
- Debug:
- Info: [effect2d] kernel=1,1,1,1,1;1,1,1,1,1;1,1,1,1,1;:Debug: Parsing kernel matrix:
- Debug: 0.000000 1.000000 0.000000
- Debug: 1.000000 -4.000000 1.000000
- Debug: 0.000000 1.000000 0.000000
- Debug: Parsing kernel matrix:
- Debug: 1.000000 1.000000 1.000000 1.000000 1.000000
- Debug: 1.000000 1.000000 1.000000 1.000000 1.000000
- Debug: 1.000000 1.000000 1.000000 1.000000 1.000000
- Debug: Parsing kernel matrix:
- Debug: 1.000000 1.000000 1.000000 1.000000 1.000000
- Debug: 1.000000 1.000000 1.000000 1.000000 1.000000
- Debug: 1.000000 1.000000 1.000000 1.000000 1.000000
- Debug: Validation failed! Expected: 0xff8de1c7 Actual: 0xff2f0c17 Distance: 291.857842
- Validation: Failure
- Debug: Loading vertex shader from file None:
- Debug: attribute vec3 position;
- Debug: attribute vec4 vtxcolor;
- Debug: attribute vec2 texcoord;
- Debug: attribute vec3 normal;
- Debug:
- Debug: uniform mat4 ModelViewProjectionMatrix;
- Debug:
- Debug: varying vec4 Color;
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: Color = vtxcolor;
- Debug: TextureCoord = texcoord;
- Debug:
- Debug: // Transform the position to clip coordinates
- Debug: gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
- Debug: }
- Debug:
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: varying vec4 Color;
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: gl_FragColor = Color;
- Debug: }
- Info: [pulsar] light=false:quads=5:texture=false:Debug: Validation failed! Expected: 0xff770277 Actual: 0xfffefefe Distance: 316.155025
- Validation: Failure
- Debug: Loading vertex shader from file None:
- Debug: attribute vec2 position;
- Debug: attribute vec2 texcoord;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: gl_Position = vec4(position, 0.0, 1.0);
- Debug:
- Debug: TextureCoord = texcoord;
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: uniform sampler2D MaterialTexture0;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: vec4 texel = texture2D(MaterialTexture0, TextureCoord);
- Debug: gl_FragColor = texel;
- Debug: }
- Debug:
- Debug: Reading PNG file /usr/share/glmark2/textures/effect-2d.png
- Debug: Height: 800 Width: 600 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/desktop-window.png
- Debug: Height: 512 Width: 512 Bpp: 4
- Debug: Loading vertex shader from file None:
- Debug: attribute vec2 position;
- Debug: attribute vec2 texcoord;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: gl_Position = vec4(position, 0.0, 1.0);
- Debug:
- Debug: TextureCoord = texcoord;
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: const float TextureStepX = 0.001250;
- Debug: const float Kernel5 = 0.002659;
- Debug: const float Kernel4 = 0.013437;
- Debug: const float Kernel3 = 0.047370;
- Debug: const float Kernel2 = 0.116512;
- Debug: const float Kernel1 = 0.199935;
- Debug: const float Kernel0 = 0.239365;
- Debug: uniform sampler2D Texture0;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: vec4 result;
- Debug:
- Debug: result =
- Debug: texture2D(Texture0, TextureCoord + vec2(-5.0 * TextureStepX, 0.0)) * Kernel5 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-4.0 * TextureStepX, 0.0)) * Kernel4 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-3.0 * TextureStepX, 0.0)) * Kernel3 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-2.0 * TextureStepX, 0.0)) * Kernel2 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-1.0 * TextureStepX, 0.0)) * Kernel1 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0 * TextureStepX, 0.0)) * Kernel0 +
- Debug: texture2D(Texture0, TextureCoord + vec2(1.0 * TextureStepX, 0.0)) * Kernel1 +
- Debug: texture2D(Texture0, TextureCoord + vec2(2.0 * TextureStepX, 0.0)) * Kernel2 +
- Debug: texture2D(Texture0, TextureCoord + vec2(3.0 * TextureStepX, 0.0)) * Kernel3 +
- Debug: texture2D(Texture0, TextureCoord + vec2(4.0 * TextureStepX, 0.0)) * Kernel4 +
- Debug: texture2D(Texture0, TextureCoord + vec2(5.0 * TextureStepX, 0.0)) * Kernel5 +
- Debug: 0.0 ;
- Debug:
- Debug:
- Debug: gl_FragColor = vec4(result.xyz, 1.0);
- Debug: }
- Debug:
- Debug: Loading vertex shader from file None:
- Debug: attribute vec2 position;
- Debug: attribute vec2 texcoord;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: gl_Position = vec4(position, 0.0, 1.0);
- Debug:
- Debug: TextureCoord = texcoord;
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: const float TextureStepY = 0.001667;
- Debug: const float Kernel5 = 0.002659;
- Debug: const float Kernel4 = 0.013437;
- Debug: const float Kernel3 = 0.047370;
- Debug: const float Kernel2 = 0.116512;
- Debug: const float Kernel1 = 0.199935;
- Debug: const float Kernel0 = 0.239365;
- Debug: uniform sampler2D Texture0;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: vec4 result;
- Debug:
- Debug: result =
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, -5.0 * TextureStepY)) * Kernel5 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, -4.0 * TextureStepY)) * Kernel4 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, -3.0 * TextureStepY)) * Kernel3 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, -2.0 * TextureStepY)) * Kernel2 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, -1.0 * TextureStepY)) * Kernel1 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 0.0 * TextureStepY)) * Kernel0 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 1.0 * TextureStepY)) * Kernel1 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 2.0 * TextureStepY)) * Kernel2 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 3.0 * TextureStepY)) * Kernel3 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 4.0 * TextureStepY)) * Kernel4 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 5.0 * TextureStepY)) * Kernel5 +
- Debug: 0.0 ;
- Debug:
- Debug:
- Debug: gl_FragColor = vec4(result.xyz, 1.0);
- Debug: }
- Debug:
- Debug: Loading vertex shader from file None:
- Debug: attribute vec2 position;
- Debug: attribute vec2 texcoord;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: gl_Position = vec4(position, 0.0, 1.0);
- Debug:
- Debug: TextureCoord = texcoord;
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: const float TextureStepX = 0.001250;
- Debug: const float Kernel5 = 0.002659;
- Debug: const float Kernel4 = 0.013437;
- Debug: const float Kernel3 = 0.047370;
- Debug: const float Kernel2 = 0.116512;
- Debug: const float Kernel1 = 0.199935;
- Debug: const float Kernel0 = 0.239365;
- Debug: uniform sampler2D Texture0;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: vec4 result;
- Debug:
- Debug: result =
- Debug: texture2D(Texture0, TextureCoord + vec2(-5.0 * TextureStepX, 0.0)) * Kernel5 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-4.0 * TextureStepX, 0.0)) * Kernel4 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-3.0 * TextureStepX, 0.0)) * Kernel3 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-2.0 * TextureStepX, 0.0)) * Kernel2 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-1.0 * TextureStepX, 0.0)) * Kernel1 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0 * TextureStepX, 0.0)) * Kernel0 +
- Debug: texture2D(Texture0, TextureCoord + vec2(1.0 * TextureStepX, 0.0)) * Kernel1 +
- Debug: texture2D(Texture0, TextureCoord + vec2(2.0 * TextureStepX, 0.0)) * Kernel2 +
- Debug: texture2D(Texture0, TextureCoord + vec2(3.0 * TextureStepX, 0.0)) * Kernel3 +
- Debug: texture2D(Texture0, TextureCoord + vec2(4.0 * TextureStepX, 0.0)) * Kernel4 +
- Debug: texture2D(Texture0, TextureCoord + vec2(5.0 * TextureStepX, 0.0)) * Kernel5 +
- Debug: 0.0 ;
- Debug:
- Debug:
- Debug: gl_FragColor = vec4(result.xyz, 1.0);
- Debug: }
- Debug:
- Debug: Loading vertex shader from file None:
- Debug: attribute vec2 position;
- Debug: attribute vec2 texcoord;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: gl_Position = vec4(position, 0.0, 1.0);
- Debug:
- Debug: TextureCoord = texcoord;
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: const float TextureStepY = 0.001667;
- Debug: const float Kernel5 = 0.002659;
- Debug: const float Kernel4 = 0.013437;
- Debug: const float Kernel3 = 0.047370;
- Debug: const float Kernel2 = 0.116512;
- Debug: const float Kernel1 = 0.199935;
- Debug: const float Kernel0 = 0.239365;
- Debug: uniform sampler2D Texture0;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: vec4 result;
- Debug:
- Debug: result =
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, -5.0 * TextureStepY)) * Kernel5 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, -4.0 * TextureStepY)) * Kernel4 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, -3.0 * TextureStepY)) * Kernel3 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, -2.0 * TextureStepY)) * Kernel2 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, -1.0 * TextureStepY)) * Kernel1 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 0.0 * TextureStepY)) * Kernel0 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 1.0 * TextureStepY)) * Kernel1 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 2.0 * TextureStepY)) * Kernel2 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 3.0 * TextureStepY)) * Kernel3 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 4.0 * TextureStepY)) * Kernel4 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 5.0 * TextureStepY)) * Kernel5 +
- Debug: 0.0 ;
- Debug:
- Debug:
- Debug: gl_FragColor = vec4(result.xyz, 1.0);
- Debug: }
- Debug:
- Debug: Loading vertex shader from file None:
- Debug: attribute vec2 position;
- Debug: attribute vec2 texcoord;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: gl_Position = vec4(position, 0.0, 1.0);
- Debug:
- Debug: TextureCoord = texcoord;
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: const float TextureStepX = 0.001250;
- Debug: const float Kernel5 = 0.002659;
- Debug: const float Kernel4 = 0.013437;
- Debug: const float Kernel3 = 0.047370;
- Debug: const float Kernel2 = 0.116512;
- Debug: const float Kernel1 = 0.199935;
- Debug: const float Kernel0 = 0.239365;
- Debug: uniform sampler2D Texture0;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: vec4 result;
- Debug:
- Debug: result =
- Debug: texture2D(Texture0, TextureCoord + vec2(-5.0 * TextureStepX, 0.0)) * Kernel5 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-4.0 * TextureStepX, 0.0)) * Kernel4 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-3.0 * TextureStepX, 0.0)) * Kernel3 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-2.0 * TextureStepX, 0.0)) * Kernel2 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-1.0 * TextureStepX, 0.0)) * Kernel1 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0 * TextureStepX, 0.0)) * Kernel0 +
- Debug: texture2D(Texture0, TextureCoord + vec2(1.0 * TextureStepX, 0.0)) * Kernel1 +
- Debug: texture2D(Texture0, TextureCoord + vec2(2.0 * TextureStepX, 0.0)) * Kernel2 +
- Debug: texture2D(Texture0, TextureCoord + vec2(3.0 * TextureStepX, 0.0)) * Kernel3 +
- Debug: texture2D(Texture0, TextureCoord + vec2(4.0 * TextureStepX, 0.0)) * Kernel4 +
- Debug: texture2D(Texture0, TextureCoord + vec2(5.0 * TextureStepX, 0.0)) * Kernel5 +
- Debug: 0.0 ;
- Debug:
- Debug:
- Debug: gl_FragColor = vec4(result.xyz, 1.0);
- Debug: }
- Debug:
- Debug: Loading vertex shader from file None:
- Debug: attribute vec2 position;
- Debug: attribute vec2 texcoord;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: gl_Position = vec4(position, 0.0, 1.0);
- Debug:
- Debug: TextureCoord = texcoord;
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: const float TextureStepY = 0.001667;
- Debug: const float Kernel5 = 0.002659;
- Debug: const float Kernel4 = 0.013437;
- Debug: const float Kernel3 = 0.047370;
- Debug: const float Kernel2 = 0.116512;
- Debug: const float Kernel1 = 0.199935;
- Debug: const float Kernel0 = 0.239365;
- Debug: uniform sampler2D Texture0;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: vec4 result;
- Debug:
- Debug: result =
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, -5.0 * TextureStepY)) * Kernel5 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, -4.0 * TextureStepY)) * Kernel4 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, -3.0 * TextureStepY)) * Kernel3 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, -2.0 * TextureStepY)) * Kernel2 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, -1.0 * TextureStepY)) * Kernel1 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 0.0 * TextureStepY)) * Kernel0 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 1.0 * TextureStepY)) * Kernel1 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 2.0 * TextureStepY)) * Kernel2 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 3.0 * TextureStepY)) * Kernel3 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 4.0 * TextureStepY)) * Kernel4 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 5.0 * TextureStepY)) * Kernel5 +
- Debug: 0.0 ;
- Debug:
- Debug:
- Debug: gl_FragColor = vec4(result.xyz, 1.0);
- Debug: }
- Debug:
- Debug: Loading vertex shader from file None:
- Debug: attribute vec2 position;
- Debug: attribute vec2 texcoord;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: gl_Position = vec4(position, 0.0, 1.0);
- Debug:
- Debug: TextureCoord = texcoord;
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: const float TextureStepX = 0.001250;
- Debug: const float Kernel5 = 0.002659;
- Debug: const float Kernel4 = 0.013437;
- Debug: const float Kernel3 = 0.047370;
- Debug: const float Kernel2 = 0.116512;
- Debug: const float Kernel1 = 0.199935;
- Debug: const float Kernel0 = 0.239365;
- Debug: uniform sampler2D Texture0;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: vec4 result;
- Debug:
- Debug: result =
- Debug: texture2D(Texture0, TextureCoord + vec2(-5.0 * TextureStepX, 0.0)) * Kernel5 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-4.0 * TextureStepX, 0.0)) * Kernel4 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-3.0 * TextureStepX, 0.0)) * Kernel3 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-2.0 * TextureStepX, 0.0)) * Kernel2 +
- Debug: texture2D(Texture0, TextureCoord + vec2(-1.0 * TextureStepX, 0.0)) * Kernel1 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0 * TextureStepX, 0.0)) * Kernel0 +
- Debug: texture2D(Texture0, TextureCoord + vec2(1.0 * TextureStepX, 0.0)) * Kernel1 +
- Debug: texture2D(Texture0, TextureCoord + vec2(2.0 * TextureStepX, 0.0)) * Kernel2 +
- Debug: texture2D(Texture0, TextureCoord + vec2(3.0 * TextureStepX, 0.0)) * Kernel3 +
- Debug: texture2D(Texture0, TextureCoord + vec2(4.0 * TextureStepX, 0.0)) * Kernel4 +
- Debug: texture2D(Texture0, TextureCoord + vec2(5.0 * TextureStepX, 0.0)) * Kernel5 +
- Debug: 0.0 ;
- Debug:
- Debug:
- Debug: gl_FragColor = vec4(result.xyz, 1.0);
- Debug: }
- Debug:
- Debug: Loading vertex shader from file None:
- Debug: attribute vec2 position;
- Debug: attribute vec2 texcoord;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: gl_Position = vec4(position, 0.0, 1.0);
- Debug:
- Debug: TextureCoord = texcoord;
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: const float TextureStepY = 0.001667;
- Debug: const float Kernel5 = 0.002659;
- Debug: const float Kernel4 = 0.013437;
- Debug: const float Kernel3 = 0.047370;
- Debug: const float Kernel2 = 0.116512;
- Debug: const float Kernel1 = 0.199935;
- Debug: const float Kernel0 = 0.239365;
- Debug: uniform sampler2D Texture0;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: vec4 result;
- Debug:
- Debug: result =
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, -5.0 * TextureStepY)) * Kernel5 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, -4.0 * TextureStepY)) * Kernel4 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, -3.0 * TextureStepY)) * Kernel3 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, -2.0 * TextureStepY)) * Kernel2 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, -1.0 * TextureStepY)) * Kernel1 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 0.0 * TextureStepY)) * Kernel0 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 1.0 * TextureStepY)) * Kernel1 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 2.0 * TextureStepY)) * Kernel2 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 3.0 * TextureStepY)) * Kernel3 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 4.0 * TextureStepY)) * Kernel4 +
- Debug: texture2D(Texture0, TextureCoord + vec2(0.0, 5.0 * TextureStepY)) * Kernel5 +
- Debug: 0.0 ;
- Debug:
- Debug:
- Debug: gl_FragColor = vec4(result.xyz, 1.0);
- Debug: }
- Debug:
- Info: [desktop] blur-radius=5:effect=blur:passes=1:separable=true:windows=4:Debug: Validation failed! Expected: 0xff53a389 Actual: 0xff000000 Distance: 228.532273
- Validation: Failure
- Debug: Loading vertex shader from file None:
- Debug: attribute vec2 position;
- Debug: attribute vec2 texcoord;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: gl_Position = vec4(position, 0.0, 1.0);
- Debug:
- Debug: TextureCoord = texcoord;
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: uniform sampler2D MaterialTexture0;
- Debug:
- Debug: varying vec2 TextureCoord;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: vec4 texel = texture2D(MaterialTexture0, TextureCoord);
- Debug: gl_FragColor = texel;
- Debug: }
- Debug:
- Debug: Reading PNG file /usr/share/glmark2/textures/effect-2d.png
- Debug: Height: 800 Width: 600 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/desktop-shadow.png
- Debug: Height: 64 Width: 64 Bpp: 4
- Debug: Reading PNG file /usr/share/glmark2/textures/desktop-shadow.png
- Debug: Height: 64 Width: 64 Bpp: 4
- Debug: Reading PNG file /usr/share/glmark2/textures/desktop-shadow-corner.png
- Debug: Height: 64 Width: 64 Bpp: 4
- Debug: Reading PNG file /usr/share/glmark2/textures/desktop-window.png
- Debug: Height: 512 Width: 512 Bpp: 4
- Info: [desktop] effect=shadow:windows=4:Debug: Validation failed! Expected: 0xff0d271f Actual: 0xff51a288 Distance: 175.436598
- Validation: Failure
- Info: [buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=map:Debug: Validation failed! Expected: 0xffd79934 Actual: 0xff000000 Distance: 268.957246
- Validation: Failure
- Debug: Loading vertex shader from file None:
- Debug: // Wireframe shader based on:
- Debug: // J. A. Bærentzen, S. Munk-Lund, M. Gjøl, and B. D. Larsen,
- Debug: // “Two methods for antialiased wireframe drawing with hidden
- Debug: // line removal,” in Proceedings of the Spring Conference in
- Debug: // Computer Graphics, 2008.
- Debug: //
- Debug: // We are not using geometry shaders, though, as they are not
- Debug: // available in GLES 2.0.
- Debug:
- Debug: attribute vec3 position;
- Debug: // Coordinates of the triangle vertices this vertex belongs to
- Debug: attribute vec3 tvertex0;
- Debug: attribute vec3 tvertex1;
- Debug: attribute vec3 tvertex2;
- Debug:
- Debug: uniform vec2 Viewport;
- Debug: uniform mat4 ModelViewProjectionMatrix;
- Debug:
- Debug: varying vec4 dist;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: // Get the clip coordinates of all vertices
- Debug: vec4 pos = ModelViewProjectionMatrix * vec4(position, 1.0);
- Debug: vec4 pos0 = ModelViewProjectionMatrix * vec4(tvertex0, 1.0);
- Debug: vec4 pos1 = ModelViewProjectionMatrix * vec4(tvertex1, 1.0);
- Debug: vec4 pos2 = ModelViewProjectionMatrix * vec4(tvertex2, 1.0);
- Debug:
- Debug: // Get the screen coordinates of all vertices
- Debug: vec3 p = vec3(0.5 * Viewport * (pos.xy / pos.w), 0.0);
- Debug: vec3 p0 = vec3(0.5 * Viewport * (pos0.xy / pos0.w), 0.0);
- Debug: vec3 p1 = vec3(0.5 * Viewport * (pos1.xy / pos1.w), 0.0);
- Debug: vec3 p2 = vec3(0.5 * Viewport * (pos2.xy / pos2.w), 0.0);
- Debug:
- Debug: // Get the vectors representing the edges of the current
- Debug: // triangle primitive. 'vN' is the edge opposite vertex N.
- Debug: vec3 v0 = p2 - p1;
- Debug: vec3 v1 = p2 - p0;
- Debug: vec3 v2 = p1 - p0;
- Debug:
- Debug: // Calculate the distance of the current vertex from all
- Debug: // the triangle edges. The distance of point p from line
- Debug: // v is length(cross(p - p1, v)) / length(v), where
- Debug: // p1 is any of the two edge points of v.
- Debug: float d0 = length(cross(p - p1, v0)) / length(v0);
- Debug: float d1 = length(cross(p - p2, v1)) / length(v1);
- Debug: float d2 = length(cross(p - p0, v2)) / length(v2);
- Debug:
- Debug: // OpenGL(ES) performs perspective-correct interpolation
- Debug: // (it divides by .w) but we want linear interpolation. To
- Debug: // work around this, we premultiply by pos.w here and then
- Debug: // multiple with the inverse (stored in dist.w) in the fragment
- Debug: // shader to undo this operation.
- Debug: dist = vec4(pos.w * d0, pos.w * d1, pos.w * d2, 1.0 / pos.w);
- Debug:
- Debug: gl_Position = pos;
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: varying vec4 dist;
- Debug:
- Debug: const vec4 LINE_COLOR = vec4(1.0);
- Debug: const vec4 TRIANGLE_COLOR = vec4(0.0, 0.5, 0.8, 0.8);
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: // Get the minimum distance of this fragment from a triangle edge.
- Debug: // We need to multiply with dist.w to undo the workaround we had
- Debug: // to perform to get linear interpolation (instead of perspective correct).
- Debug: float d = min(dist.x * dist.w, min(dist.y * dist.w, dist.z * dist.w));
- Debug:
- Debug: // Get the intensity of the wireframe line
- Debug: float I = exp2(-2.0 * d * d);
- Debug:
- Debug: gl_FragColor = mix(TRIANGLE_COLOR, LINE_COLOR, I);
- Debug: }
- Info: [buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=subdata:Debug: Validation failed! Expected: 0xffd79934 Actual: 0xffffffff Distance: 230.679431
- Validation: Failure
- Info: [buffer] columns=200:interleave=true:update-dispersion=0.9:update-fraction=0.5:update-method=map:Debug: Validation failed! Expected: 0xffd79934 Actual: 0xff000000 Distance: 268.957246
- Validation: Failure
- Debug: Loading vertex shader from file None:
- Debug: uniform mat4 projection;
- Debug: uniform mat4 modelview;
- Debug: uniform vec3 lightPosition;
- Debug: uniform vec3 logoDirection;
- Debug: uniform float currentTime;
- Debug: attribute vec3 vertex;
- Debug: varying vec4 color;
- Debug:
- Debug: void main()
- Debug: {
- Debug: vec4 curVertex = vec4(vertex.x, vertex.y, vertex.z, 1.0);
- Debug: gl_Position = projection * modelview * curVertex;
- Debug: float referenceTime = 15.0;
- Debug: vec3 lightDirection = normalize(lightPosition - vertex);
- Debug: float c = max(dot(lightDirection, logoDirection), 0.0);
- Debug: c = c * c * c * lightDirection.y;
- Debug: if ((currentTime > referenceTime - 5.0) && (currentTime < referenceTime - 3.0))
- Debug: {
- Debug: c *= 1.0 - (currentTime - (referenceTime - 5.0)) * 0.5;
- Debug: }
- Debug: color = vec4(c, c, c, 1.0);
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: varying vec4 color;
- Debug:
- Debug: void main()
- Debug: {
- Debug: gl_FragColor = color;
- Debug: }
- Debug: Loading vertex shader from file None:
- Debug: uniform mat4 projection;
- Debug: uniform mat4 modelview;
- Debug: uniform vec3 lightPosition;
- Debug: uniform vec3 logoDirection;
- Debug: uniform float currentTime;
- Debug: attribute vec3 vertex;
- Debug: varying vec4 color;
- Debug:
- Debug: void main()
- Debug: {
- Debug: vec4 curVertex = vec4(vertex.x, vertex.y, vertex.z, 1.0);
- Debug: gl_Position = projection * modelview * curVertex;
- Debug: float referenceTime = 15.0;
- Debug: vec3 lightDirection = normalize(lightPosition - vertex);
- Debug: float c = max(dot(lightDirection, logoDirection), 0.0);
- Debug: c = c * c * c * lightDirection.y;
- Debug: if ((currentTime > referenceTime - 5.0) && (currentTime < referenceTime - 3.0))
- Debug: {
- Debug: c *= 1.0 - (currentTime - (referenceTime - 5.0)) * 0.5;
- Debug: }
- Debug: color = vec4(c, c, (c * 0.78125), 1.0);
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: varying vec4 color;
- Debug:
- Debug: void main()
- Debug: {
- Debug: gl_FragColor = color;
- Debug: }
- Debug: Loading vertex shader from file None:
- Debug: uniform mat4 projection;
- Debug: uniform mat4 modelview;
- Debug: uniform float currentTime;
- Debug: attribute vec2 vertex;
- Debug: varying vec4 color;
- Debug:
- Debug: void main()
- Debug: {
- Debug: vec4 curVertex = vec4(vertex.x, vertex.y, 0.0, 1.0);
- Debug: gl_Position = projection * modelview * curVertex;
- Debug: float referenceTime = 15.0;
- Debug: float c = 0.0;
- Debug: if (currentTime > referenceTime * 1.0 - 5.0)
- Debug: {
- Debug: c = (currentTime - (referenceTime * 1.0 - 5.0)) / 2.0;
- Debug: }
- Debug: color = vec4(c, c, c, 1.0);
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: varying vec4 color;
- Debug:
- Debug: void main()
- Debug: {
- Debug: gl_FragColor = color;
- Debug: }
- Debug: Loading vertex shader from file None:
- Debug: uniform mat4 projection;
- Debug: uniform mat4 modelview;
- Debug: attribute vec3 vertex;
- Debug: varying vec4 color;
- Debug:
- Debug: void main()
- Debug: {
- Debug: vec4 curVertex = vec4(vertex.x, vertex.y, vertex.z, 1.0);
- Debug: gl_Position = projection * modelview * curVertex;
- Debug: color = vec4(0.0, 0.0, 0.0, 1.0);
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: varying vec4 color;
- Debug:
- Debug: void main()
- Debug: {
- Debug: gl_FragColor = color;
- Debug: }
- Debug: Loading vertex shader from file None:
- Debug: uniform mat4 projection;
- Debug: uniform mat4 modelview;
- Debug: uniform mat3 normalMatrix;
- Debug: varying vec3 vertex_normal;
- Debug: varying vec4 vertex_position;
- Debug: varying vec3 eye_direction;
- Debug: attribute vec3 vertex;
- Debug: attribute vec3 normal;
- Debug:
- Debug: vec3 unitvec(vec4 v1, vec4 v2)
- Debug: {
- Debug: if (v1.w == 0.0 && v2.w == 0.0)
- Debug: return vec3(v2 - v1);
- Debug: if (v1.w == 0.0)
- Debug: return vec3(-v1);
- Debug: if (v2.w == 0.0)
- Debug: return vec3(v2);
- Debug: return v2.xyz/v2.w - v1.xyz/v1.w;
- Debug: }
- Debug:
- Debug: void main()
- Debug: {
- Debug: vec4 curVertex = vec4(vertex.x, vertex.y, vertex.z, 1.0);
- Debug: gl_Position = projection * modelview * curVertex;
- Debug: vertex_normal = normalMatrix * normal;
- Debug: vertex_position = modelview * curVertex;
- Debug: eye_direction = normalize(unitvec(vertex_position, vec4(0.0, 0.0, 0.0, 1.0)));
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: uniform vec4 light0Position;
- Debug: varying vec3 vertex_normal;
- Debug: varying vec4 vertex_position;
- Debug: varying vec3 eye_direction;
- Debug:
- Debug: vec3 unitvec(vec4 v1, vec4 v2)
- Debug: {
- Debug: if (v1.w == 0.0 && v2.w == 0.0)
- Debug: return vec3(v2 - v1);
- Debug: if (v1.w == 0.0)
- Debug: return vec3(-v1);
- Debug: if (v2.w == 0.0)
- Debug: return vec3(v2);
- Debug: return v2.xyz/v2.w - v1.xyz/v1.w;
- Debug: }
- Debug:
- Debug: void main()
- Debug: {
- Debug: vec4 lightAmbient = vec4(0.0, 0.0, 0.0, 1.0);
- Debug: vec4 lightDiffuse = vec4(1.0, 1.0, 1.0, 1.0);
- Debug: vec4 lightSpecular = vec4(1.0, 1.0, 1.0, 1.0);
- Debug: vec4 matAmbient = vec4(0.1, 0.1, 0.1, 1.0);
- Debug: vec4 matDiffuse = vec4(0.5, 0.4, 0.7, 1.0);
- Debug: vec4 matSpecular = vec4(1.0, 1.0, 1.0, 1.0);
- Debug: float matShininess = 30.0;
- Debug: vec3 light_direction = normalize(unitvec(vertex_position, light0Position));
- Debug: vec3 normalized_normal = normalize(vertex_normal);
- Debug: vec3 reflection = reflect(-light_direction, normalized_normal);
- Debug: float specularTerm = pow(max(0.0, dot(reflection, eye_direction)), matShininess);
- Debug: float diffuseTerm = max(0.0, dot(normalized_normal, light_direction));
- Debug: vec4 specular = (lightSpecular * matSpecular);
- Debug: vec4 ambient = (lightAmbient * matAmbient);
- Debug: vec4 diffuse = (lightDiffuse * matDiffuse);
- Debug: gl_FragColor = (specular * specularTerm) + ambient + (diffuse * diffuseTerm);
- Debug: }
- Debug: Loading vertex shader from file None:
- Debug: uniform mat4 projection;
- Debug: uniform mat4 modelview;
- Debug: attribute vec3 vertex;
- Debug:
- Debug: void main()
- Debug: {
- Debug: vec4 curVertex = vec4(vertex.x, vertex.y, vertex.z, 1.0);
- Debug: gl_Position = projection * modelview * curVertex;
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: uniform vec4 logoColor;
- Debug:
- Debug: void main()
- Debug: {
- Debug: gl_FragColor = logoColor;
- Debug: }
- Debug: Loading vertex shader from file None:
- Debug: uniform mat4 projection;
- Debug: uniform mat4 modelview;
- Debug: attribute vec3 vertex;
- Debug:
- Debug: void main()
- Debug: {
- Debug: vec4 curVertex = vec4(vertex.x, vertex.y, vertex.z, 1.0);
- Debug: gl_Position = projection * modelview * curVertex;
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: uniform sampler2D tex;
- Debug:
- Debug: void main()
- Debug: {
- Debug: vec2 curPos = gl_FragCoord.xy / 32.0;
- Debug: vec4 color = texture2D(tex, curPos);
- Debug: if (color.w < 0.5)
- Debug: discard;
- Debug: gl_FragColor = color;
- Debug: }
- Debug: Loading vertex shader from file None:
- Debug: uniform mat4 projection;
- Debug: uniform mat4 modelview;
- Debug: uniform mat3 normalMatrix;
- Debug: varying vec3 vertex_normal;
- Debug: varying vec4 vertex_position;
- Debug: varying vec3 eye_direction;
- Debug: attribute vec3 vertex;
- Debug: attribute vec3 normal;
- Debug:
- Debug: vec3 unitvec(vec4 v1, vec4 v2)
- Debug: {
- Debug: if (v1.w == 0.0 && v2.w == 0.0)
- Debug: return vec3(v2 - v1);
- Debug: if (v1.w == 0.0)
- Debug: return vec3(-v1);
- Debug: if (v2.w == 0.0)
- Debug: return vec3(v2);
- Debug: return v2.xyz/v2.w - v1.xyz/v1.w;
- Debug: }
- Debug:
- Debug: void main()
- Debug: {
- Debug: vec4 curVertex = vec4(vertex.x, vertex.y, vertex.z, 1.0);
- Debug: gl_Position = projection * modelview * curVertex;
- Debug: vertex_normal = normalMatrix * normal;
- Debug: vertex_position = modelview * curVertex;
- Debug: eye_direction = normalize(unitvec(vertex_position, vec4(0.0, 0.0, 0.0, 1.0)));
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: struct LightSourceParameters
- Debug: {
- Debug: vec4 ambient;
- Debug: vec4 diffuse;
- Debug: vec4 specular;
- Debug: vec4 position;
- Debug: };
- Debug: LightSourceParameters lightSource[3];
- Debug: uniform mat4 modelview;
- Debug: uniform vec4 light0Position;
- Debug: uniform vec4 light1Position;
- Debug: uniform vec4 light2Position;
- Debug: varying vec3 vertex_normal;
- Debug: varying vec4 vertex_position;
- Debug: varying vec3 eye_direction;
- Debug:
- Debug: vec3 unitvec(vec4 v1, vec4 v2)
- Debug: {
- Debug: if (v1.w == 0.0 && v2.w == 0.0)
- Debug: return vec3(v2 - v1);
- Debug: if (v1.w == 0.0)
- Debug: return vec3(-v1);
- Debug: if (v2.w == 0.0)
- Debug: return vec3(v2);
- Debug: return v2.xyz/v2.w - v1.xyz/v1.w;
- Debug: }
- Debug:
- Debug: void main()
- Debug: {
- Debug: lightSource[0] = LightSourceParameters(
- Debug: vec4(0.0, 0.0, 0.0, 1.0),
- Debug: vec4(1.0, 1.0, 1.0, 1.0),
- Debug: vec4(1.0, 1.0, 1.0, 1.0),
- Debug: vec4(0.0, 1.0, 0.0, 0.0)
- Debug: );
- Debug: lightSource[1] = LightSourceParameters(
- Debug: vec4(0.0, 0.0, 0.0, 1.0),
- Debug: vec4(0.3, 0.3, 0.5, 1.0),
- Debug: vec4(0.3, 0.3, 0.5, 1.0),
- Debug: vec4(-1.0, 0.0, 0.0, 0.0)
- Debug: );
- Debug: lightSource[2] = LightSourceParameters(
- Debug: vec4(0.2, 0.2, 0.2, 1.0),
- Debug: vec4(0.2, 0.2, 0.2, 1.0),
- Debug: vec4(0.2, 0.2, 0.2, 1.0),
- Debug: vec4(0.0, -1.0, 0.0, 0.0)
- Debug: );
- Debug: vec4 matAmbient = vec4(0.0, 0.0, 0.0, 1.0);
- Debug: vec4 matDiffuse = vec4(1.0, 0.2, 0.2, 1.0);
- Debug: vec4 matSpecular = vec4(0.5, 0.5, 0.5, 1.0);
- Debug: float matShininess = 20.0;
- Debug: vec4 diffuseSum = vec4(0.0, 0.0, 0.0, 0.0);
- Debug: vec4 specularSum = vec4(0.0, 0.0, 0.0, 0.0);
- Debug: vec4 ambientSum = vec4(0.0, 0.0, 0.0, 0.0);
- Debug: vec3 normalized_normal = normalize(vertex_normal);
- Debug: lightSource[0].position = light0Position;
- Debug: lightSource[1].position = light1Position;
- Debug: lightSource[2].position = light2Position;
- Debug: for (int light = 0; light < 3; light++) {
- Debug: vec4 light_position = lightSource[light].position;
- Debug: vec3 light_direction = normalize(unitvec(vertex_position, light_position));
- Debug: vec3 reflection = reflect(-light_direction, normalized_normal);
- Debug: specularSum += pow(max(0.0, dot(reflection, eye_direction)), matShininess) * lightSource[light].specular;
- Debug: diffuseSum += max(0.0, dot(normalized_normal, light_direction)) * lightSource[light].diffuse;
- Debug: ambientSum += lightSource[light].ambient;
- Debug: }
- Debug: gl_FragColor = (matSpecular * specularSum) + (matAmbient * ambientSum) + (matDiffuse * diffuseSum);
- Debug: }
- Debug: Loading vertex shader from file None:
- Debug: uniform mat4 projection;
- Debug: uniform mat4 modelview;
- Debug: attribute vec3 vertex;
- Debug: varying vec4 color;
- Debug:
- Debug: void main()
- Debug: {
- Debug: vec4 curVertex = vec4(vertex.x, vertex.y, vertex.z, 1.0);
- Debug: gl_Position = projection * modelview * curVertex;
- Debug: color = vec4(1.0, 1.0, 1.0, 1.0);
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: varying vec4 color;
- Debug:
- Debug: void main()
- Debug: {
- Debug: gl_FragColor = color;
- Debug: }
- Info: [ideas] speed=duration: Validation: Unknown
- Debug: Loading model from file '/usr/share/glmark2/models/jellyfish.jobj'
- Debug: Object populated with 2808 vertices 2808 normals 2808 colors 2808 texcoords and 13200 indices.
- Debug: Loading vertex shader from file None:
- Debug: attribute vec2 position;
- Debug: attribute vec2 uvIn;
- Debug:
- Debug: varying vec2 uv;
- Debug:
- Debug: void main()
- Debug: {
- Debug: uv = uvIn;
- Debug: gl_Position = vec4(position, 1.0, 1.0);
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: uniform vec3 color1;
- Debug: uniform vec3 color2;
- Debug:
- Debug: varying vec2 uv;
- Debug:
- Debug: void main()
- Debug: {
- Debug: vec3 color = mix(color1, color2, uv.x * uv.y);
- Debug: gl_FragColor = vec4(color, 1.0);
- Debug: }
- Debug: Loading vertex shader from file None:
- Debug: attribute vec3 aVertexPosition;
- Debug: attribute vec3 aVertexNormal;
- Debug: attribute vec3 aVertexColor;
- Debug: attribute vec3 aTextureCoord;
- Debug:
- Debug: uniform mat4 uWorld;
- Debug: uniform mat4 uWorldViewProj;
- Debug: uniform mat4 uWorldInvTranspose;
- Debug: uniform vec3 uLightPos;
- Debug: uniform float uLightRadius;
- Debug: uniform vec4 uLightCol;
- Debug: uniform vec4 uAmbientCol;
- Debug: uniform vec4 uFresnelCol;
- Debug: uniform float uFresnelPower;
- Debug: uniform float uCurrentTime;
- Debug:
- Debug: varying vec2 vTextureCoord;
- Debug: varying vec4 vWorld;
- Debug: varying vec3 vDiffuse;
- Debug: varying vec3 vAmbient;
- Debug: varying vec3 vFresnel;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: //Vertex Animation
- Debug: float speed = uCurrentTime / 15.0;
- Debug: float offset = smoothstep(0.0, 1.0, max(0.0, -aVertexPosition.y-0.8) / 10.0);
- Debug: vec3 pos = aVertexPosition +
- Debug: aVertexColor / 12.0 *
- Debug: sin(speed * 15.0 + aVertexPosition.y / 2.0) * (1.0 - offset);
- Debug: pos = pos + aVertexColor / 8.0 *
- Debug: sin(speed * 30.0 + aVertexPosition.y / 0.5) * (1.0 - offset);
- Debug: vec4 pos4 = vec4(pos, 1.0);
- Debug: gl_Position = uWorldViewProj * pos4;
- Debug:
- Debug: vWorld = uWorld * pos4;
- Debug: vec3 vVertexNormal = normalize((uWorldInvTranspose * vec4(aVertexNormal, 1.0)).xyz);
- Debug:
- Debug: //diffuse
- Debug: vec3 lightDir = normalize(uLightPos - vWorld.xyz);
- Debug: float diffuseProduct = max(dot(normalize(vVertexNormal.xyz), lightDir), 0.0);
- Debug: float lightFalloff = pow(max(1.0-(distance(uLightPos, vWorld.xyz)/uLightRadius), 0.0),2.0);
- Debug: vDiffuse = uLightCol.rgb * vec3(diffuseProduct * lightFalloff * uLightCol.a);
- Debug:
- Debug: //ambient (top)
- Debug: vAmbient = uAmbientCol.rgb * vec3(uAmbientCol.a) * vVertexNormal.y;
- Debug:
- Debug: //fresnel
- Debug: vec4 worldPos = uWorld * pos4;
- Debug: vec3 vWorldEyeVec = normalize(worldPos.xyz/worldPos.w);
- Debug: float fresnelProduct = pow(1.0 - max(abs(dot(vVertexNormal, -vWorldEyeVec)), 0.0), uFresnelPower);
- Debug: vFresnel = uFresnelCol.rgb * vec3(uFresnelCol.a * fresnelProduct);
- Debug:
- Debug: // texcoord
- Debug: vTextureCoord = aTextureCoord.xy;
- Debug: }
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: #ifdef GL_ES
- Debug: precision highp float;
- Debug: #endif
- Debug:
- Debug: uniform sampler2D uSampler;
- Debug: uniform sampler2D uSampler1;
- Debug: uniform float uCurrentTime;
- Debug:
- Debug: varying vec2 vTextureCoord;
- Debug: varying vec4 vWorld;
- Debug: varying vec3 vDiffuse;
- Debug: varying vec3 vAmbient;
- Debug: varying vec3 vFresnel;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: vec4 caustics = texture2D(uSampler1, vec2(vWorld.x / 24.0 + uCurrentTime / 20.0, (vWorld.z - vWorld.y)/48.0 + uCurrentTime / 40.0));
- Debug: vec4 colorMap = texture2D(uSampler, vTextureCoord);
- Debug: float transparency = colorMap.a + pow(vFresnel.r, 2.0) - 0.3;
- Debug: gl_FragColor = vec4(((vAmbient + vDiffuse + caustics.rgb) * colorMap.rgb), transparency);
- Debug: }
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish256.png
- Debug: Height: 256 Width: 256 Bpp: 4
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-01.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-02.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-03.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-04.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-05.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-06.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-07.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-08.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-09.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-10.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-11.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-12.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-13.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-14.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-15.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-16.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-17.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-18.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-19.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-20.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-21.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-22.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-23.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-24.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-25.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-26.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-27.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-28.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-29.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-30.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-31.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Debug: Reading PNG file /usr/share/glmark2/textures/jellyfish-caustics-32.png
- Debug: Height: 256 Width: 256 Bpp: 3
- Info: [jellyfish] <default>: Validation: Unknown
- Info: [terrain] <default>: Validation: Unknown
- Debug: Cannot infer shader type from contents. Leaving it Unknown.
- Debug: Cannot infer shader type from contents. Leaving it Unknown.
- Debug: Loading vertex shader from file None:
- Debug: attribute vec3 position;
- Debug:
- Debug: uniform mat4 ModelViewProjectionMatrix;
- Debug:
- Debug: // Removing this varying causes an inexplicable performance regression
- Debug: // with r600g... Keeping it for now.
- Debug: varying vec4 dummy;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: dummy = vec4(1.0);
- Debug:
- Debug: float d = fract(position.x);
- Debug:
- Debug:
- Debug:
- Debug: vec4 pos = vec4(position.x,
- Debug: position.y + 0.1 * d * fract(position.x),
- Debug: position.z, 1.0);
- Debug:
- Debug: // Transform the position to clip coordinates
- Debug: gl_Position = ModelViewProjectionMatrix * pos;
- Debug: }
- Debug:
- Debug:
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: varying vec4 dummy;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: float d = fract(gl_FragCoord.x * gl_FragCoord.y * 0.0001);
- Debug:
- Debug:
- Debug:
- Debug: gl_FragColor = vec4(d, d, d, 1.0);
- Debug: }
- Debug:
- Info: [conditionals] fragment-steps=0:vertex-steps=0:Debug: Validation failed! Expected: 0xffa0a0a0 Actual: 0xffb94628 Distance: 152.069063
- Validation: Failure
- Debug: Cannot infer shader type from contents. Leaving it Unknown.
- Debug: Cannot infer shader type from contents. Leaving it Unknown.
- Debug: Loading vertex shader from file None:
- Debug: attribute vec3 position;
- Debug:
- Debug: uniform mat4 ModelViewProjectionMatrix;
- Debug:
- Debug: // Removing this varying causes an inexplicable performance regression
- Debug: // with r600g... Keeping it for now.
- Debug: varying vec4 dummy;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: dummy = vec4(1.0);
- Debug:
- Debug: float d = fract(position.x);
- Debug:
- Debug:
- Debug:
- Debug: vec4 pos = vec4(position.x,
- Debug: position.y + 0.1 * d * fract(position.x),
- Debug: position.z, 1.0);
- Debug:
- Debug: // Transform the position to clip coordinates
- Debug: gl_Position = ModelViewProjectionMatrix * pos;
- Debug: }
- Debug:
- Debug:
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: varying vec4 dummy;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: float d = fract(gl_FragCoord.x * gl_FragCoord.y * 0.0001);
- Debug:
- Debug: if (d >= 0.5)
- Debug: d = fract(2.0 * d);
- Debug: else
- Debug: d = fract(3.0 * d);
- Debug: if (d >= 0.5)
- Debug: d = fract(2.0 * d);
- Debug: else
- Debug: d = fract(3.0 * d);
- Debug: if (d >= 0.5)
- Debug: d = fract(2.0 * d);
- Debug: else
- Debug: d = fract(3.0 * d);
- Debug: if (d >= 0.5)
- Debug: d = fract(2.0 * d);
- Debug: else
- Debug: d = fract(3.0 * d);
- Debug: if (d >= 0.5)
- Debug: d = fract(2.0 * d);
- Debug: else
- Debug: d = fract(3.0 * d);
- Debug:
- Debug:
- Debug: gl_FragColor = vec4(d, d, d, 1.0);
- Debug: }
- Debug:
- Info: [conditionals] fragment-steps=5:vertex-steps=0:Debug: Validation failed! Expected: 0xff252525 Actual: 0xffa0a0a0 Distance: 213.042249
- Validation: Failure
- Debug: Cannot infer shader type from contents. Leaving it Unknown.
- Debug: Cannot infer shader type from contents. Leaving it Unknown.
- Debug: Loading vertex shader from file None:
- Debug: attribute vec3 position;
- Debug:
- Debug: uniform mat4 ModelViewProjectionMatrix;
- Debug:
- Debug: // Removing this varying causes an inexplicable performance regression
- Debug: // with r600g... Keeping it for now.
- Debug: varying vec4 dummy;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: dummy = vec4(1.0);
- Debug:
- Debug: float d = fract(position.x);
- Debug:
- Debug: if (d >= 0.5)
- Debug: d = fract(2.0 * d);
- Debug: else
- Debug: d = fract(3.0 * d);
- Debug: if (d >= 0.5)
- Debug: d = fract(2.0 * d);
- Debug: else
- Debug: d = fract(3.0 * d);
- Debug: if (d >= 0.5)
- Debug: d = fract(2.0 * d);
- Debug: else
- Debug: d = fract(3.0 * d);
- Debug: if (d >= 0.5)
- Debug: d = fract(2.0 * d);
- Debug: else
- Debug: d = fract(3.0 * d);
- Debug: if (d >= 0.5)
- Debug: d = fract(2.0 * d);
- Debug: else
- Debug: d = fract(3.0 * d);
- Debug:
- Debug:
- Debug: vec4 pos = vec4(position.x,
- Debug: position.y + 0.1 * d * fract(position.x),
- Debug: position.z, 1.0);
- Debug:
- Debug: // Transform the position to clip coordinates
- Debug: gl_Position = ModelViewProjectionMatrix * pos;
- Debug: }
- Debug:
- Debug:
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: varying vec4 dummy;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: float d = fract(gl_FragCoord.x * gl_FragCoord.y * 0.0001);
- Debug:
- Debug:
- Debug:
- Debug: gl_FragColor = vec4(d, d, d, 1.0);
- Debug: }
- Debug:
- Info: [conditionals] fragment-steps=0:vertex-steps=5:Debug: Validation failed! Expected: 0xffa0a0a0 Actual: 0xff242424 Distance: 214.774300
- Validation: Failure
- Debug: Cannot infer shader type from contents. Leaving it Unknown.
- Debug: Cannot infer shader type from contents. Leaving it Unknown.
- Debug: Loading vertex shader from file None:
- Debug: attribute vec3 position;
- Debug:
- Debug: uniform mat4 ModelViewProjectionMatrix;
- Debug:
- Debug: // Removing this varying causes an inexplicable performance regression
- Debug: // with r600g... Keeping it for now.
- Debug: varying vec4 dummy;
- Debug:
- Debug: float process(float d)
- Debug: {
- Debug: d = fract(3.0 * d);
- Debug:
- Debug: return d;
- Debug: }
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: dummy = vec4(1.0);
- Debug:
- Debug: float d = fract(position.x);
- Debug:
- Debug: d = process(d);
- Debug:
- Debug:
- Debug: vec4 pos = vec4(position.x,
- Debug: position.y + 0.1 * d * fract(position.x),
- Debug: position.z, 1.0);
- Debug:
- Debug: // Transform the position to clip coordinates
- Debug: gl_Position = ModelViewProjectionMatrix * pos;
- Debug: }
- Debug:
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: varying vec4 dummy;
- Debug:
- Debug: float process(float d)
- Debug: {
- Debug: d = fract(3.0 * d);
- Debug:
- Debug: return d;
- Debug: }
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: float d = fract(gl_FragCoord.x * gl_FragCoord.y * 0.0001);
- Debug:
- Debug: d = process(d);
- Debug: d = process(d);
- Debug: d = process(d);
- Debug: d = process(d);
- Debug: d = process(d);
- Debug:
- Debug:
- Debug: gl_FragColor = vec4(d, d, d, 1.0);
- Debug: }
- Info: [function] fragment-complexity=low:fragment-steps=5:Debug: Validation failed! Expected: 0xff5e5e5e Actual: 0xffa0a0a0 Distance: 114.315353
- Validation: Failure
- Debug: Cannot infer shader type from contents. Leaving it Unknown.
- Debug: Cannot infer shader type from contents. Leaving it Unknown.
- Debug: Loading vertex shader from file None:
- Debug: attribute vec3 position;
- Debug:
- Debug: uniform mat4 ModelViewProjectionMatrix;
- Debug:
- Debug: // Removing this varying causes an inexplicable performance regression
- Debug: // with r600g... Keeping it for now.
- Debug: varying vec4 dummy;
- Debug:
- Debug: float process(float d)
- Debug: {
- Debug: d = fract(3.0 * d);
- Debug:
- Debug: return d;
- Debug: }
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: dummy = vec4(1.0);
- Debug:
- Debug: float d = fract(position.x);
- Debug:
- Debug: d = process(d);
- Debug:
- Debug:
- Debug: vec4 pos = vec4(position.x,
- Debug: position.y + 0.1 * d * fract(position.x),
- Debug: position.z, 1.0);
- Debug:
- Debug: // Transform the position to clip coordinates
- Debug: gl_Position = ModelViewProjectionMatrix * pos;
- Debug: }
- Debug:
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: varying vec4 dummy;
- Debug:
- Debug: float process(float d)
- Debug: {
- Debug: d = fract(3.0 * d) * fract(3.0 * d);
- Debug: d = fract(sqrt(d));
- Debug:
- Debug: return d;
- Debug: }
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: float d = fract(gl_FragCoord.x * gl_FragCoord.y * 0.0001);
- Debug:
- Debug: d = process(d);
- Debug: d = process(d);
- Debug: d = process(d);
- Debug: d = process(d);
- Debug: d = process(d);
- Debug:
- Debug:
- Debug: gl_FragColor = vec4(d, d, d, 1.0);
- Debug: }
- Info: [function] fragment-complexity=medium:fragment-steps=5: Validation: Success
- Debug: Cannot infer shader type from contents. Leaving it Unknown.
- Debug: Cannot infer shader type from contents. Leaving it Unknown.
- Debug: Loading vertex shader from file None:
- Debug: attribute vec3 position;
- Debug:
- Debug: uniform mat4 ModelViewProjectionMatrix;
- Debug: uniform int VertexLoops;
- Debug:
- Debug: // Removing this varying causes an inexplicable performance regression
- Debug: // with r600g... Keeping it for now.
- Debug: varying vec4 dummy;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: dummy = vec4(1.0);
- Debug:
- Debug: float d = fract(position.x);
- Debug:
- Debug: for (int i = 0; i < VertexLoops; i++)
- Debug: d = fract(3.0 * d);
- Debug:
- Debug:
- Debug: vec4 pos = vec4(position.x,
- Debug: position.y + 0.1 * d * fract(position.x),
- Debug: position.z, 1.0);
- Debug:
- Debug: // Transform the position to clip coordinates
- Debug: gl_Position = ModelViewProjectionMatrix * pos;
- Debug: }
- Debug:
- Debug:
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: varying vec4 dummy;
- Debug: uniform int FragmentLoops;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: float d = fract(gl_FragCoord.x * gl_FragCoord.y * 0.0001);
- Debug:
- Debug: d = fract(3.0 * d);
- Debug: d = fract(3.0 * d);
- Debug: d = fract(3.0 * d);
- Debug: d = fract(3.0 * d);
- Debug: d = fract(3.0 * d);
- Debug:
- Debug:
- Debug: gl_FragColor = vec4(d, d, d, 1.0);
- Debug: }
- Debug:
- Info: [loop] fragment-loop=false:fragment-steps=5:vertex-steps=5: Validation: Success
- Debug: Cannot infer shader type from contents. Leaving it Unknown.
- Debug: Cannot infer shader type from contents. Leaving it Unknown.
- Debug: Loading vertex shader from file None:
- Debug: attribute vec3 position;
- Debug:
- Debug: uniform mat4 ModelViewProjectionMatrix;
- Debug: uniform int VertexLoops;
- Debug:
- Debug: // Removing this varying causes an inexplicable performance regression
- Debug: // with r600g... Keeping it for now.
- Debug: varying vec4 dummy;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: dummy = vec4(1.0);
- Debug:
- Debug: float d = fract(position.x);
- Debug:
- Debug: for (int i = 0; i < VertexLoops; i++)
- Debug: d = fract(3.0 * d);
- Debug:
- Debug:
- Debug: vec4 pos = vec4(position.x,
- Debug: position.y + 0.1 * d * fract(position.x),
- Debug: position.z, 1.0);
- Debug:
- Debug: // Transform the position to clip coordinates
- Debug: gl_Position = ModelViewProjectionMatrix * pos;
- Debug: }
- Debug:
- Debug:
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: varying vec4 dummy;
- Debug: uniform int FragmentLoops;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: float d = fract(gl_FragCoord.x * gl_FragCoord.y * 0.0001);
- Debug:
- Debug: for (int i = 0; i < 5; i++)
- Debug: d = fract(3.0 * d);
- Debug:
- Debug:
- Debug: gl_FragColor = vec4(d, d, d, 1.0);
- Debug: }
- Debug:
- Info: [loop] fragment-steps=5:fragment-uniform=false:vertex-steps=5: Validation: Success
- Debug: Cannot infer shader type from contents. Leaving it Unknown.
- Debug: Cannot infer shader type from contents. Leaving it Unknown.
- Debug: Loading vertex shader from file None:
- Debug: attribute vec3 position;
- Debug:
- Debug: uniform mat4 ModelViewProjectionMatrix;
- Debug: uniform int VertexLoops;
- Debug:
- Debug: // Removing this varying causes an inexplicable performance regression
- Debug: // with r600g... Keeping it for now.
- Debug: varying vec4 dummy;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: dummy = vec4(1.0);
- Debug:
- Debug: float d = fract(position.x);
- Debug:
- Debug: for (int i = 0; i < VertexLoops; i++)
- Debug: d = fract(3.0 * d);
- Debug:
- Debug:
- Debug: vec4 pos = vec4(position.x,
- Debug: position.y + 0.1 * d * fract(position.x),
- Debug: position.z, 1.0);
- Debug:
- Debug: // Transform the position to clip coordinates
- Debug: gl_Position = ModelViewProjectionMatrix * pos;
- Debug: }
- Debug:
- Debug:
- Debug: Loading fragment shader from file None:
- Debug: #ifdef GL_ES
- Debug: precision mediump float;
- Debug: #endif
- Debug: varying vec4 dummy;
- Debug: uniform int FragmentLoops;
- Debug:
- Debug: void main(void)
- Debug: {
- Debug: float d = fract(gl_FragCoord.x * gl_FragCoord.y * 0.0001);
- Debug:
- Debug: for (int i = 0; i < FragmentLoops; i++)
- Debug: d = fract(3.0 * d);
- Debug:
- Debug:
- Debug: gl_FragColor = vec4(d, d, d, 1.0);
- Debug: }
- Debug:
- Info: [loop] fragment-steps=5:fragment-uniform=true:vertex-steps=5: Validation: Success
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement