Compile of "vertexlit_and_unlit_generic_ps20b" Failed:
//GLSLfp
#version 130
varying vec4 oT0;
varying vec4 oT2;
varying vec4 oT6;
varying vec4 oT7;
//SAMPLERMASK-1
//SAMPLERTYPES-fffffffc
//HIGHWATER-31
uniform vec4 pc[31];
uniform sampler2D sampler0;
void main()
{
// trans#0 label:ps-file vertexlit_and_unlit_generic_ps20b ps-index 2580864 ps-combo 0
vec4 pd0 = vec4( -2.0, 3.0, 1.0, 0.0 );
vec4 r0;
vec4 r1;
vec4 r2;
vec4 r3;
r0.xy = oT0.xy + pc[5].xy;
r1 = texture2D( sampler0, r0.xy );
r0 = texture2D( sampler0, oT0.xy );
r1.w = r1.w + -pc[5].z;
r2.w = -pc[5].z + pc[5].w;
r2.w = 1.0 / r2.w;
r2.w = r1.w * r2.w;
r2.w = clamp( r2.w, 0.0, 1.0 );
r1.w = r2.w * pd0.x + pd0.y;
r2.w = r2.w * r2.w;
r1.w = r1.w * r2.w;
r2.w = -pc[7].y + pc[7].x;
r3.w = 1.0 / r2.w;
r2.w = r0.w + -pc[7].y;
r3.w = r3.w * r2.w;
r3.w = clamp( r3.w, 0.0, 1.0 );
r2.w = r3.w * pd0.x + pd0.y;
r3.w = r3.w * r3.w;
r2.w = r2.w * r3.w;
r0.w = r0.w * r2.w;
r0 = pc[6] * -r1.wwww + r0;
r0 = r2.wwww * r0;
r0 = pc[6] * r1.wwww + r0;
r3.w = r0.w * pc[1].w;
r0.w = pc[12].x;
r1.w = r0.w * pc[21].y + -oT7.z;
r0.w = r0.w * pc[20].z + -oT7.z;
r2.w = 1.0 / r0.w;
r1.w = r1.w * r2.w;
r1.w = ( r0.w >= 0.0 ) ? pd0.z : r1.w;
r0.w = oT6.z * pc[21].w;
r0.w = r0.w * r1.w + -pc[21].x;
r2.w = min( r0.w, pc[21].z );
r2.w = clamp( r2.w, 0.0, 1.0 );
r0.w = r2.w * -r2.w + r2.w;
r0.w = r0.w * pc[12].x;
r0.w = r2.w * r2.w + r0.w;
r0.xyz = r0.xyz * pc[1].xyz;
r1.w = r3.w * oT2.w + -r3.w;
r0.xyz = r0.xyz * oT2.xyz;
r3.w = pc[12].w * r1.w + r3.w;
r1.w = pc[30].x;
r1.xyz = r0.xyz * -r1.www + pc[29].xyz;
r1.w = pc[12].z * ( r2.w - r3.w ) + r3.w;
r1.xyz = r0.www * r1.xyz;
r0.w = oT6.z * pc[29].w + -r1.w;
r0.xyz = r0.xyz * pc[30].xxx + r1.xyz;
r0.w = pc[12].y * r0.w + r1.w;
gl_FragData[0] = r0;
}
Compile of "shadowmodel_vs20" Failed:
//GLSLvp
#version 130
//ATTRIBMAP-00-30-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx
attribute vec4 v0; // 80000000 900f0000
attribute vec4 v1; // 80000003 900f0001
//SAMPLERMASK-0
//SAMPLERTYPES-ffffffff
//HIGHWATER-54
//HIGHWATERBONE-3
uniform vec4 vc[54];
uniform vec4 vcbones[3];
uniform vec4 vcscreen;
varying vec4 oT0;
varying vec4 oT1;
varying vec4 oT2;
varying vec4 oT3;
void main()
{
// trans#0 label:vs-file shadowmodel_vs20 vs-index 0 vs-combo 0
vec4 r0;
vec4 r1;
vec4 vTempPos;
r0.w = vc[0].y;
r0.x = dot( v0.xyzw, vcbones[0].xyzw );
r0.y = dot( v0.xyzw, vcbones[1].xyzw );
r0.z = dot( v0.xyzw, vcbones[2].xyzw );
vTempPos.x = dot( r0.xyzw, vc[8].xyzw );
vTempPos.y = dot( r0.xyzw, vc[9].xyzw );
r1.z = dot( r0.xyzw, vc[10].xyzw );
r1.w = dot( r0.xyzw, vc[11].xyzw );
r0.w = -r1.z * vc[16].w + vc[16].x;
vTempPos.zw = r1.zw;
gl_FogFragCoord = max( r0.w, vc[16].z );
r1.x = dot( r0.xyz, vc[48].xyz );
r1.y = dot( r0.xyz, vc[49].xyz );
r1.z = dot( r0.xyz, vc[50].xyz );
r0.xyz = vc[52].xyz;
oT0.xyz = r1.xyz * r0.xyz + vc[51].xyz;
oT2.xy = -r1.xy + vc[0].yy;
oT1.xyz = r1.xyz;
r0.w = r1.z + -vc[53].x;
r0.z = vc[0].y;
oT2.z = r0.w * -vc[53].y + r0.z;
r0.x = dot( v1.xyz, vcbones[0].xyz );
r0.y = dot( v1.xyz, vcbones[1].xyz );
r0.z = dot( v1.xyz, vcbones[2].xyz );
r0.w = r0.w * vc[53].y;
oT3.x = dot( r0.xyz, -vc[50].xyz );
gl_FrontColor.w = r0.w * vc[53].z;
gl_FrontColor.xyz = vc[47].xyz;
gl_ClipVertex = vTempPos;
vTempPos.z = vTempPos.z * vc[0].z - vTempPos.w; // z' = (2*z)-w
vTempPos.y = -vTempPos.y; // y' = -y
vTempPos.xy += vcscreen.xy * vTempPos.w;
gl_Position = vTempPos;
}
Compile of "shadowmodel_vs20" Failed:
//GLSLvp
#version 130
//ATTRIBMAP-00-30-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx
attribute vec4 v0; // 80000000 900f0000
attribute vec4 v1; // 80000003 900f0001
//SAMPLERMASK-0
//SAMPLERTYPES-ffffffff
//HIGHWATER-54
//HIGHWATERBONE-3
uniform vec4 vc[54];
uniform vec4 vcbones[3];
uniform vec4 vcscreen;
varying vec4 oT0;
varying vec4 oT1;
varying vec4 oT2;
varying vec4 oT3;
void main()
{
// trans#0 label:vs-file shadowmodel_vs20 vs-index 0 vs-combo 1
vec4 r0;
vec4 r1;
vec4 r2;
vec4 vTempPos;
r0.w = vc[0].y;
r0.x = dot( v0.xyzw, vcbones[0].xyzw );
r0.y = dot( v0.xyzw, vcbones[1].xyzw );
r0.z = dot( v0.xyzw, vcbones[2].xyzw );
vTempPos.x = dot( r0.xyzw, vc[8].xyzw );
vTempPos.y = dot( r0.xyzw, vc[9].xyzw );
r1.xy = -r0.zz + vc[2].wz;
r1.w = max( r1.x, vc[0].x );
r2.w = 1.0 / r1.y;
r2.w = r1.w * r2.w;
r1.z = dot( r0.xyzw, vc[10].xyzw );
r1.w = dot( r0.xyzw, vc[11].xyzw );
r0.w = r2.w * r1.z;
vTempPos.zw = r1.zw;
r0.w = -r0.w * vc[16].w + vc[16].y;
gl_FogFragCoord = max( r0.w, vc[16].z );
r1.x = dot( r0.xyz, vc[48].xyz );
r1.y = dot( r0.xyz, vc[49].xyz );
r1.z = dot( r0.xyz, vc[50].xyz );
r0.xyz = vc[52].xyz;
oT0.xyz = r1.xyz * r0.xyz + vc[51].xyz;
oT2.xy = -r1.xy + vc[0].yy;
oT1.xyz = r1.xyz;
r0.w = r1.z + -vc[53].x;
r0.z = vc[0].y;
oT2.z = r0.w * -vc[53].y + r0.z;
r0.x = dot( v1.xyz, vcbones[0].xyz );
r0.y = dot( v1.xyz, vcbones[1].xyz );
r0.z = dot( v1.xyz, vcbones[2].xyz );
r0.w = r0.w * vc[53].y;
oT3.x = dot( r0.xyz, -vc[50].xyz );
gl_FrontColor.w = r0.w * vc[53].z;
gl_FrontColor.xyz = vc[47].xyz;
gl_ClipVertex = vTempPos;
vTempPos.z = vTempPos.z * vc[0].z - vTempPos.w; // z' = (2*z)-w
vTempPos.y = -vTempPos.y; // y' = -y
vTempPos.xy += vcscreen.xy * vTempPos.w;
gl_Position = vTempPos;
}
Compile of "shadowmodel_vs20" Failed:
//GLSLvp
#version 130
//ATTRIBMAP-00-30-10-20-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx
attribute vec4 v0; // 80000000 900f0000
attribute vec4 v1; // 80000003 900f0001
attribute vec4 v2; // 80000001 900f0002
attribute vec4 v3; // 80000002 900f0003
//SAMPLERMASK-0
//SAMPLERTYPES-ffffffff
//HIGHWATER-54
//HIGHWATERBONE-161
uniform vec4 vc[54];
uniform vec4 vcbones[161];
uniform vec4 vcscreen;
varying vec4 oT0;
varying vec4 oT1;
varying vec4 oT2;
varying vec4 oT3;
void main()
{
// trans#0 label:vs-file shadowmodel_vs20 vs-index 0 vs-combo 2
vec4 vd1 = vec4( 765.005859375, 0.0, 0.0, 0.0 );
vec4 va_r;
vec4 r0;
vec4 r1;
vec4 r2;
vec4 r3;
vec4 vTempPos;
r0.xyz = v3.zyx * vd1.xxx;
va_r.xyz = r0.xyz;
r1.w = v2.y + v2.x;
r0 = v2.yyyy * vcbones[int(va_r.y) + 0];
r3.w = -r1.w + vc[0].y;
r0 = vcbones[int(va_r.x) + 0] * v2.xxxx + r0;
r2 = vcbones[int(va_r.z) + 0] * r3.wwww + r0;
r0.x = dot( v0.xyzw, r2.xyzw );
r1 = v2.yyyy * vcbones[int(va_r.y) + 1];
r3.x = dot( v1.xyz, r2.xyz );
r1 = vcbones[int(va_r.x) + 1] * v2.xxxx + r1;
r2 = vcbones[int(va_r.z) + 1] * r3.wwww + r1;
r1 = v2.yyyy * vcbones[int(va_r.y) + 2];
r0.y = dot( v0.xyzw, r2.xyzw );
r1 = vcbones[int(va_r.x) + 2] * v2.xxxx + r1;
r3.y = dot( v1.xyz, r2.xyz );
r1 = vcbones[int(va_r.z) + 2] * r3.wwww + r1;
r0.z = dot( v0.xyzw, r1.xyzw );
r0.w = vc[0].y;
r3.z = dot( v1.xyz, r1.xyz );
vTempPos.x = dot( r0.xyzw, vc[8].xyzw );
vTempPos.y = dot( r0.xyzw, vc[9].xyzw );
r1.z = dot( r0.xyzw, vc[10].xyzw );
r1.w = dot( r0.xyzw, vc[11].xyzw );
r0.w = -r1.z * vc[16].w + vc[16].x;
vTempPos.zw = r1.zw;
r1.x = dot( r0.xyz, vc[48].xyz );
r1.y = dot( r0.xyz, vc[49].xyz );
r1.z = dot( r0.xyz, vc[50].xyz );
gl_FogFragCoord = max( r0.w, vc[16].z );
r0.xyz = vc[52].xyz;
oT0.xyz = r1.xyz * r0.xyz + vc[51].xyz;
oT2.xy = -r1.xy + vc[0].yy;
r0.w = r1.z + -vc[53].x;
oT1.xyz = r1.xyz;
r0.z = vc[0].y;
oT2.z = r0.w * -vc[53].y + r0.z;
r0.w = r0.w * vc[53].y;
oT3.x = dot( r3.xyz, -vc[50].xyz );
gl_FrontColor.w = r0.w * vc[53].z;
gl_FrontColor.xyz = vc[47].xyz;
gl_ClipVertex = vTempPos;
vTempPos.z = vTempPos.z * vc[0].z - vTempPos.w; // z' = (2*z)-w
vTempPos.y = -vTempPos.y; // y' = -y
vTempPos.xy += vcscreen.xy * vTempPos.w;
gl_Position = vTempPos;
}
Compile of "shadowmodel_vs20" Failed:
//GLSLvp
#version 130
//ATTRIBMAP-00-30-10-20-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx
attribute vec4 v0; // 80000000 900f0000
attribute vec4 v1; // 80000003 900f0001
attribute vec4 v2; // 80000001 900f0002
attribute vec4 v3; // 80000002 900f0003
//SAMPLERMASK-0
//SAMPLERTYPES-ffffffff
//HIGHWATER-54
//HIGHWATERBONE-161
uniform vec4 vc[54];
uniform vec4 vcbones[161];
uniform vec4 vcscreen;
varying vec4 oT0;
varying vec4 oT1;
varying vec4 oT2;
varying vec4 oT3;
void main()
{
// trans#0 label:vs-file shadowmodel_vs20 vs-index 0 vs-combo 3
vec4 vd1 = vec4( 765.005859375, 0.0, 0.0, 0.0 );
vec4 va_r;
vec4 r0;
vec4 r1;
vec4 r2;
vec4 r3;
vec4 vTempPos;
r0.xyz = v3.zyx * vd1.xxx;
va_r.xyz = r0.xyz;
r1.w = v2.y + v2.x;
r0 = v2.yyyy * vcbones[int(va_r.y) + 0];
r3.w = -r1.w + vc[0].y;
r0 = vcbones[int(va_r.x) + 0] * v2.xxxx + r0;
r1 = vcbones[int(va_r.z) + 0] * r3.wwww + r0;
r0.x = dot( v0.xyzw, r1.xyzw );
r3.x = dot( v1.xyz, r1.xyz );
r1 = v2.yyyy * vcbones[int(va_r.y) + 1];
r2 = vcbones[int(va_r.x) + 1] * v2.xxxx + r1;
r1 = v2.yyyy * vcbones[int(va_r.y) + 2];
r2 = vcbones[int(va_r.z) + 1] * r3.wwww + r2;
r1 = vcbones[int(va_r.x) + 2] * v2.xxxx + r1;
r0.y = dot( v0.xyzw, r2.xyzw );
r1 = vcbones[int(va_r.z) + 2] * r3.wwww + r1;
r3.y = dot( v1.xyz, r2.xyz );
r0.z = dot( v0.xyzw, r1.xyzw );
r3.z = dot( v1.xyz, r1.xyz );
r0.w = vc[0].y;
vTempPos.x = dot( r0.xyzw, vc[8].xyzw );
r1.xy = -r0.zz + vc[2].wz;
r1.w = max( r1.x, vc[0].x );
r2.w = 1.0 / r1.y;
vTempPos.y = dot( r0.xyzw, vc[9].xyzw );
r2.w = r1.w * r2.w;
r1.z = dot( r0.xyzw, vc[10].xyzw );
r1.w = dot( r0.xyzw, vc[11].xyzw );
r0.w = r2.w * r1.z;
vTempPos.zw = r1.zw;
r0.w = -r0.w * vc[16].w + vc[16].y;
r1.x = dot( r0.xyz, vc[48].xyz );
r1.y = dot( r0.xyz, vc[49].xyz );
r1.z = dot( r0.xyz, vc[50].xyz );
gl_FogFragCoord = max( r0.w, vc[16].z );
r0.xyz = vc[52].xyz;
oT0.xyz = r1.xyz * r0.xyz + vc[51].xyz;
oT2.xy = -r1.xy + vc[0].yy;
r0.w = r1.z + -vc[53].x;
oT1.xyz = r1.xyz;
r0.z = vc[0].y;
oT2.z = r0.w * -vc[53].y + r0.z;
r0.w = r0.w * vc[53].y;
oT3.x = dot( r3.xyz, -vc[50].xyz );
gl_FrontColor.w = r0.w * vc[53].z;
gl_FrontColor.xyz = vc[47].xyz;
gl_ClipVertex = vTempPos;
vTempPos.z = vTempPos.z * vc[0].z - vTempPos.w; // z' = (2*z)-w
vTempPos.y = -vTempPos.y; // y' = -y
vTempPos.xy += vcscreen.xy * vTempPos.w;
gl_Position = vTempPos;
}
Compile of "shadowmodel_ps20" Failed:
//GLSLfp
#version 130
varying vec4 oT0;
varying vec4 oT1;
varying vec4 oT2;
varying vec4 oT3;
//SAMPLERMASK-0
//SAMPLERTYPES-ffffffff
//HIGHWATER-1
uniform vec4 pc[1];
void main()
{
// trans#0 label:ps-file shadowmodel_ps20 ps-index 0 ps-combo 0
vec4 pd0 = vec4( -1.0, 1.0, 0.0, 0.0 );
vec4 r0;
vec4 r1;
vec4 r2;
r2.xyz = oT1.xyz;
r2.w = oT1.z;
r1.xyz = oT2.xyz;
r1.w = oT2.z;
r0 = oT3.xxxx;
if ( r2.x < 0.0 || r2.y < 0.0 || r2.z < 0.0 )
{
discard;
}
if ( r1.x < 0.0 || r1.y < 0.0 || r1.z < 0.0 )
{
discard;
}
if ( r0.x < 0.0 || r0.y < 0.0 || r0.z < 0.0 )
{
discard;
}
r0.xyz = gl_Color.xyz + pd0.xxx;
r0.xyz = oT0.www * r0.xyz + pd0.yyy;
r0.w = pd0.y;
gl_FragData[0] = r0;
}