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; }