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- GLRender::GLRender(): Unknown GPU
- GPUMonitorPlugin::init(): can't initialize GPUMonitor
- EnginePlugins::init(): can't initialize "GPUMonitor" plugin
- Loading "/home/nille/.Heaven/heaven_4.0.cfg"...
- Loading "libGPUMonitor_x64.so"...
- Loading "libGL.so.1"...
- Loading "libopenal.so.1"...
- Set 1366x768 windowed video mode
- Set 1.00 gamma value
- Unigine engine http://unigine.com/
- Binary: Linux 64bit GCC 4.4.5 Release Feb 13 2013 r11284
- Features: OpenGL OpenAL XPad360 Joystick Flash Editor
- App path: /tmp/Unigine_Heaven-4.0/bin/
- Data path: /tmp/Unigine_Heaven-4.0/data/
- Save path: /home/nille/.Heaven/
- ---- System ----
- System: Linux 4.1.13 x86_64
- CPU: AMD A10-5750M APU with Radeon(tm) HD Graphics 2495MHz MMX+ SSE SSE2 SSE3 SSSE3 SSE41 SSE42 SSE4A SSE5 AVX HTT x4
- GPU: Unknown GPU x1
- System memory: 7113 MB
- Video memory: 256 MB
- Sync threads: 3
- Async threads: 4
- ---- MathLib ----
- Set SSE2 simd processor
- ---- Sound ----
- Renderer: OpenAL Soft
- OpenAL vendor: OpenAL Community
- OpenAL renderer: OpenAL Soft
- OpenAL version: 1.1 ALSOFT 1.16.0
- Found AL_EXT_LINEAR_DISTANCE
- Found AL_EXT_OFFSET
- Found ALC_EXT_EFX
- Found EFX Filter
- Found EFX Reverb
- Found EAX Reverb
- Found QUAD16 format
- Found 51CHN16 format
- Found 61CHN16 format
- Found 71CHN16 format
- Maximum sources: 256
- Maximum effect slots: 4
- Maximum auxiliary sends: 2
- ---- Render ----
- OpenGL vendor: X.Org
- OpenGL renderer: Gallium 0.4 on AMD ARUBA (DRM 2.42.0, LLVM 3.7.0)
- OpenGL version: 3.2 (Core Profile) Mesa 11.2.0-devel
- OpenGL flags: Core Profile
- Found required GL_ARB_map_buffer_range
- Found required GL_ARB_vertex_array_object
- Found required GL_ARB_draw_instanced
- Found required GL_ARB_draw_elements_base_vertex
- Found required GL_ARB_transform_feedback
- Found required GL_ARB_half_float_vertex
- Found required GL_ARB_half_float_pixel
- Found required GL_ARB_framebuffer_object
- Found required GL_ARB_texture_multisample
- Found required GL_ARB_uniform_buffer_object
- Found required GL_ARB_geometry_shader4
- Found optional GL_ARB_tessellation_shader
- Found optional GL_ARB_sample_shading
- Found optional GL_ARB_gpu_shader5
- Found optional GL_EXT_texture_compression_s3tc
- Found optional GL_ARB_texture_compression_rgtc
- Shading language: 1.50
- Maximum texture size: 16384
- Maximum texture units: 80
- Maximum texture renders: 8
- ---- Physics ----
- Physics: Multi-threaded
- ---- PathFind ----
- PathFind: Multi-threaded
- ---- Interpreter ----
- Version: 2.52
- Loading "heaven/unigine.cpp" 89ms
- Loading "heaven/locale/unigine.en" dictionary
- Loading "core/materials/default/unigine_post.mat" 23 materials 50 shaders 8ms
- Loading "core/materials/default/unigine_render.mat" 47 materials 2368 shaders 18ms
- Loading "core/materials/default/unigine_mesh.mat" 5 materials 3386 shaders 26ms
- Loading "core/materials/default/unigine_mesh_lut.mat" 2 materials 1062 shaders 13ms
- Loading "core/materials/default/unigine_mesh_paint.mat" 2 materials 1158 shaders 11ms
- Loading "core/materials/default/unigine_mesh_tessellation.mat" 5 materials 3332 shaders 29ms
- Loading "core/materials/default/unigine_mesh_tessellation_paint.mat" 2 materials 2276 shaders 19ms
- Loading "core/materials/default/unigine_mesh_triplanar.mat" 1 material 112 shaders 3ms
- Loading "core/materials/default/unigine_mesh_overlap.mat" 1 material 300 shaders 6ms
- Loading "core/materials/default/unigine_mesh_terrain.mat" 1 material 813 shaders 8ms
- Loading "core/materials/default/unigine_mesh_layer.mat" 1 material 84 shaders 2ms
- Loading "core/materials/default/unigine_mesh_noise.mat" 1 material 106 shaders 3ms
- Loading "core/materials/default/unigine_mesh_stem.mat" 2 materials 2180 shaders 29ms
- Loading "core/materials/default/unigine_mesh_wire.mat" 1 material 45 shaders 1ms
- Loading "core/materials/default/unigine_terrain.mat" 1 material 1980 shaders 10ms
- Loading "core/materials/default/unigine_grass.mat" 2 materials 474 shaders 7ms
- Loading "core/materials/default/unigine_particles.mat" 1 material 109 shaders 2ms
- Loading "core/materials/default/unigine_billboard.mat" 1 material 51 shaders 2ms
- Loading "core/materials/default/unigine_billboards.mat" 2 materials 840 shaders 7ms
- Loading "core/materials/default/unigine_volume.mat" 6 materials 53 shaders 7ms
- Loading "core/materials/default/unigine_gui.mat" 1 material 82 shaderGLShader::loadEvaluate(): error in "core/shaders/default/mesh/evaluate_base.shader" file
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT,AMBIENT,TESSELLATION,OPACITY,OVERLAY_0
- 0:220(8): error: #version 150 layout qualifier `triangles' used
- GLShader::compile(): can't link program
- error: Tessellation control shader must be linked with tessellation evaluation shader
- Material::create_shader(): can't compile "core/shaders/default/mesh/vertex_base.shader" vertex shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT,AMBIENT,TESSELLATION,OPACITY,OVERLAY_0
- Material::create_shader(): can't compile "core/shaders/default/mesh/control_base.shader" control shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT,AMBIENT,TESSELLATION,OPACITY,OVERLAY_0
- Material::create_shader(): can't compile "core/shaders/default/mesh/evaluate_base.shader" evaluate shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT,AMBIENT,TESSELLATION,OPACITY,OVERLAY_0
- Material::create_shader(): can't compile "core/shaders/default/mesh/fragment_base_ambient.shader" fragment shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT,AMBIENT,TESSELLATION,OPACITY,OVERLAY_0
- GLShader::loadEvaluate(): error in "core/shaders/default/mesh/evaluate_base.shader" file
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT_REFLECTION_CUBE,AMBIENT,TESSELLATION,OPACITY
- 0:220(8): error: #version 150 layout qualifier `triangles' used
- GLShader::compile(): can't link program
- error: Tessellation control shader must be linked with tessellation evaluation shader
- Material::create_shader(): can't compile "core/shaders/default/mesh/vertex_base.shader" vertex shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT_REFLECTION_CUBE,AMBIENT,TESSELLATION,OPACITY
- Material::create_shader(): can't compile "core/shaders/default/mesh/control_base.shader" control shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT_REFLECTION_CUBE,AMBIENT,TESSELLATION,OPACITY
- Material::create_shader(): can't compile "core/shaders/default/mesh/evaluate_base.shader" evaluate shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT_REFLECTION_CUBE,AMBIENT,TESSELLATION,OPACITY
- Material::create_shader(): can't compile "core/shaders/default/mesh/fragment_base_ambient_reflection_cube.shader" fragment shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT_REFLECTION_CUBE,AMBIENT,TESSELLATION,OPACITY
- GLShader::loadEvaluate(): error in "core/shaders/default/mesh/evaluate_base.shader" file
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT,AMBIENT,TESSELLATION,OPACITY,OVERLAY_1
- 0:220(8): error: #version 150 layout qualifier `triangles' used
- GLShader::compile(): can't link program
- error: Tessellation control shader must be linked with tessellation evaluation shader
- Material::create_shader(): can't compile "core/shaders/default/mesh/vertex_base.shader" vertex shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT,AMBIENT,TESSELLATION,OPACITY,OVERLAY_1
- Material::create_shader(): can't compile "core/shaders/default/mesh/control_base.shader" control shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT,AMBIENT,TESSELLATION,OPACITY,OVERLAY_1
- Material::create_shader(): can't compile "core/shaders/default/mesh/evaluate_base.shader" evaluate shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT,AMBIENT,TESSELLATION,OPACITY,OVERLAY_1
- Material::create_shader(): can't compile "core/shaders/default/mesh/fragment_base_ambient.shader" fragment shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT,AMBIENT,TESSELLATION,OPACITY,OVERLAY_1
- GLShader::loadEvaluate(): error in "core/shaders/default/mesh/evaluate_base.shader" file
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT,AMBIENT,ALPHA_TEST,TESSELLATION,OPACITY,OVERLAY_1
- 0:220(8): error: #version 150 layout qualifier `triangles' used
- GLShader::compile(): can't link program
- error: Tessellation control shader must be linked with tessellation evaluation shader
- Material::create_shader(): can't compile "core/shaders/default/mesh/vertex_base.shader" vertex shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT,AMBIENT,ALPHA_TEST,TESSELLATION,OPACITY,OVERLAY_1
- Material::create_shader(): can't compile "core/shaders/default/mesh/control_base.shader" control shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT,AMBIENT,ALPHA_TEST,TESSELLATION,OPACITY,OVERLAY_1
- Material::create_shader(): can't compile "core/shaders/default/mesh/evaluate_base.shader" evaluate shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT,AMBIENT,ALPHA_TEST,TESSELLATION,OPACITY,OVERLAY_1
- Material::create_shader(): can't compile "core/shaders/default/mesh/fragment_base_ambient.shader" fragment shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT,AMBIENT,ALPHA_TEST,TESSELLATION,OPACITY,OVERLAY_1
- GLShader::loadEvaluate(): error in "core/shaders/default/mesh/evaluate_base.shader" file
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT,AMBIENT,TESSELLATION,OPACITY
- 0:220(8): error: #version 150 layout qualifier `triangles' used
- GLShader::compile(): can't link program
- error: Tessellation control shader must be linked with tessellation evaluation shader
- Material::create_shader(): can't compile "core/shaders/default/mesh/vertex_base.shader" vertex shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT,AMBIENT,TESSELLATION,OPACITY
- Material::create_shader(): can't compile "core/shaders/default/mesh/control_base.shader" control shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT,AMBIENT,TESSELLATION,OPACITY
- Material::create_shader(): can't compile "core/shaders/default/mesh/evaluate_base.shader" evaluate shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT,AMBIENT,TESSELLATION,OPACITY
- Material::create_shader(): can't compile "core/shaders/default/mesh/fragment_base_ambient.shader" fragment shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT,AMBIENT,TESSELLATION,OPACITY
- GLShader::loadEvaluate(): error in "core/shaders/default/mesh/evaluate_base.shader" file
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT_REFLECTION_CUBE,AMBIENT,TESSELLATION,OPACITY,FLECK
- 0:220(8): error: #version 150 layout qualifier `triangles' used
- GLShader::compile(): can't link program
- error: Tessellation control shader must be linked with tessellation evaluation shader
- Material::create_shader(): can't compile "core/shaders/default/mesh/vertex_base.shader" vertex shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT_REFLECTION_CUBE,AMBIENT,TESSELLATION,OPACITY,FLECK
- Material::create_shader(): can't compile "core/shaders/default/mesh/control_base.shader" control shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT_REFLECTION_CUBE,AMBIENT,TESSELLATION,OPACITY,FLECK
- Material::create_shader(): can't compile "core/shaders/default/mesh/evaluate_base.shader" evaluate shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT_REFLECTION_CUBE,AMBIENT,TESSELLATION,OPACITY,FLECK
- Material::create_shader(): can't compile "core/shaders/default/mesh/fragment_paint_ambient_reflection_cube.shader" fragment shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_AMBIENT_REFLECTION_CUBE,AMBIENT,TESSELLATION,OPACITY,FLECK
- GLShader::loadEvaluate(): error in "core/shaders/default/mesh/evaluate_base.shader" file
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,TESSELLATION,OVERLAY_0,VOLUMETRIC
- 0:220(8): error: #version 150 layout qualifier `triangles' used
- GLShader::compile(): can't link program
- error: Tessellation control shader must be linked with tessellation evaluation shader
- Material::create_shader(): can't compile "core/shaders/default/mesh/vertex_base.shader" vertex shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,TESSELLATION,OVERLAY_0,VOLUMETRIC
- Material::create_shader(): can't compile "core/shaders/default/mesh/control_base.shader" control shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,TESSELLATION,OVERLAY_0,VOLUMETRIC
- Material::create_shader(): can't compile "core/shaders/default/mesh/evaluate_base.shader" evaluate shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,TESSELLATION,OVERLAY_0,VOLUMETRIC
- Material::create_shader(): can't compile "core/shaders/default/mesh/fragment_base_deferred.shader" fragment shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,TESSELLATION,OVERLAY_0,VOLUMETRIC
- GLShader::loadEvaluate(): error in "core/shaders/default/mesh/evaluate_base.shader" file
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,TESSELLATION,VOLUMETRIC
- 0:220(8): error: #version 150 layout qualifier `triangles' used
- GLShader::compile(): can't link program
- error: Tessellation control shader must be linked with tessellation evaluation shader
- Material::create_shader(): can't compile "core/shaders/default/mesh/vertex_base.shader" vertex shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,TESSELLATION,VOLUMETRIC
- Material::create_shader(): can't compile "core/shaders/default/mesh/control_base.shader" control shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,TESSELLATION,VOLUMETRIC
- Material::create_shader(): can't compile "core/shaders/default/mesh/evaluate_base.shader" evaluate shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,TESSELLATION,VOLUMETRIC
- Material::create_shader(): can't compile "core/shaders/default/mesh/fragment_base_deferred.shader" fragment shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,TESSELLATION,VOLUMETRIC
- GLShader::loadEvaluate(): error in "core/shaders/default/mesh/evaluate_base.shader" file
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,TESSELLATION,OVERLAY_1,VOLUMETRIC
- 0:220(8): error: #version 150 layout qualifier `triangles' used
- GLShader::compile(): can't link program
- error: Tessellation control shader must be linked with tessellation evaluation shader
- Material::create_shader(): can't compile "core/shaders/default/mesh/vertex_base.shader" vertex shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,TESSELLATION,OVERLAY_1,VOLUMETRIC
- Material::create_shader(): can't compile "core/shaders/default/mesh/control_base.shader" control shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,TESSELLATION,OVERLAY_1,VOLUMETRIC
- Material::create_shader(): can't compile "core/shaders/default/mesh/evaluate_base.shader" evaluate shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,TESSELLATION,OVERLAY_1,VOLUMETRIC
- Material::create_shader(): can't compile "core/shaders/default/mesh/fragment_base_deferred.shader" fragment shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,TESSELLATION,OVERLAY_1,VOLUMETRIC
- GLShader::loadEvaluate(): error in "core/shaders/default/mesh/evaluate_base.shader" file
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,ALPHA_TEST,TESSELLATION,OVERLAY_1,VOLUMETRIC
- 0:220(8): error: #version 150 layout qualifier `triangles' used
- GLShader::compile(): can't link program
- error: Tessellation control shader must be linked with tessellation evaluation shader
- Material::create_shader(): can't compile "core/shaders/default/mesh/vertex_base.shader" vertex shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,ALPHA_TEST,TESSELLATION,OVERLAY_1,VOLUMETRIC
- Material::create_shader(): can't compile "core/shaders/default/mesh/control_base.shader" control shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,ALPHA_TEST,TESSELLATION,OVERLAY_1,VOLUMETRIC
- Material::create_shader(): can't compile "core/shaders/default/mesh/evaluate_base.shader" evaluate shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,ALPHA_TEST,TESSELLATION,OVERLAY_1,VOLUMETRIC
- Material::create_shader(): can't compile "core/shaders/default/mesh/fragment_base_deferred.shader" fragment shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,ALPHA_TEST,TESSELLATION,OVERLAY_1,VOLUMETRIC
- GLShader::loadEvaluate(): error in "core/shaders/default/mesh/evaluate_base.shader" file
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,TESSELLATION,VOLUMETRIC
- 0:220(8): error: #version 150 layout qualifier `triangles' used
- GLShader::compile(): can't link program
- error: Tessellation control shader must be linked with tessellation evaluation shader
- Material::create_shader(): can't compile "core/shaders/default/mesh/vertex_base.shader" vertex shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,TESSELLATION,VOLUMETRIC
- Material::create_shader(): can't compile "core/shaders/default/mesh/control_base.shader" control shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,TESSELLATION,VOLUMETRIC
- Material::create_shader(): can't compile "core/shaders/default/mesh/evaluate_base.shader" evaluate shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,TESSELLATION,VOLUMETRIC
- Material::create_shader(): can't compile "core/shaders/default/mesh/fragment_base_deferred.shader" fragment shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_DEFERRED,TESSELLATION,VOLUMETRIC
- GLShader::loadEvaluate(): error in "core/shaders/default/mesh/evaluate_base.shader" file
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_SHADOW,TESSELLATION
- 0:220(8): error: #version 150 layout qualifier `triangles' used
- GLShader::compile(): can't link program
- error: Tessellation control shader must be linked with tessellation evaluation shader
- Material::create_shader(): can't compile "core/shaders/default/mesh/vertex_base.shader" vertex shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_SHADOW,TESSELLATION
- Material::create_shader(): can't compile "core/shaders/default/mesh/control_base.shader" control shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_SHADOW,TESSELLATION
- Material::create_shader(): can't compile "core/shaders/default/mesh/evaluate_base.shader" evaluate shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_SHADOW,TESSELLATION
- Material::create_shader(): can't compile "core/shaders/default/mesh/fragment_base_shadow.shader" fragment shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_SHADOW,TESSELLATION
- GLShader::loadEvaluate(): error in "core/shaders/default/mesh/evaluate_base.shader" file
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_SHADOW,ALPHA_TEST,TESSELLATION
- 0:220(8): error: #version 150 layout qualifier `triangles' used
- GLShader::compile(): can't link program
- error: Tessellation control shader must be linked with tessellation evaluation shader
- Material::create_shader(): can't compile "core/shaders/default/mesh/vertex_base.shader" vertex shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_SHADOW,ALPHA_TEST,TESSELLATION
- Material::create_shader(): can't compile "core/shaders/default/mesh/control_base.shader" control shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_SHADOW,ALPHA_TEST,TESSELLATION
- Material::create_shader(): can't compile "core/shaders/default/mesh/evaluate_base.shader" evaluate shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_SHADOW,ALPHA_TEST,TESSELLATION
- Material::create_shader(): can't compile "core/shaders/default/mesh/fragment_base_shadow.shader" fragment shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_SHADOW,ALPHA_TEST,TESSELLATION
- GLShader::loadEvaluate(): error in "core/shaders/default/mesh/evaluate_base.shader" file
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_SHADOW,TESSELLATION
- 0:220(8): error: #version 150 layout qualifier `triangles' used
- GLShader::compile(): can't link program
- error: Tessellation control shader must be linked with tessellation evaluation shader
- Material::create_shader(): can't compile "core/shaders/default/mesh/vertex_base.shader" vertex shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_SHADOW,TESSELLATION
- Material::create_shader(): can't compile "core/shaders/default/mesh/control_base.shader" control shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_SHADOW,TESSELLATION
- Material::create_shader(): can't compile "core/shaders/default/mesh/evaluate_base.shader" evaluate shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_SHADOW,TESSELLATION
- Material::create_shader(): can't compile "core/shaders/default/mesh/fragment_base_shadow.shader" fragment shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_SHADOW,TESSELLATION
- GLShader::loadEvaluate(): error in "core/shaders/default/mesh/evaluate_base.shader" file
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,SHADOW,TESSELLATION,PHONG_RIM,OVERLAY_0
- 0:220(8): error: #version 150 layout qualifier `triangles' used
- GLShader::compile(): can't link program
- error: Tessellation control shader must be linked with tessellation evaluation shader
- Material::create_shader(): can't compile "core/shaders/default/mesh/vertex_base.shader" vertex shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,SHADOW,TESSELLATION,PHONG_RIM,OVERLAY_0
- Material::create_shader(): can't compile "core/shaders/default/mesh/control_base.shader" control shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,SHADOW,TESSELLATION,PHONG_RIM,OVERLAY_0
- Material::create_shader(): can't compile "core/shaders/default/mesh/evaluate_base.shader" evaluate shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,SHADOW,TESSELLATION,PHONG_RIM,OVERLAY_0
- Material::create_shader(): can't compile "core/shaders/default/mesh/fragment_base_light_world.shader" fragment shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,SHADOW,TESSELLATION,PHONG_RIM,OVERLAY_0
- GLShader::loadEvaluate(): error in "core/shaders/default/mesh/evaluate_base.shader" file
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,SHADOW,TESSELLATION,PHONG_RIM
- 0:220(8): error: #version 150 layout qualifier `triangles' used
- GLShader::compile(): can't link program
- error: Tessellation control shader must be linked with tessellation evaluation shader
- Material::create_shader(): can't compile "core/shaders/default/mesh/vertex_base.shader" vertex shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,SHADOW,TESSELLATION,PHONG_RIM
- Material::create_shader(): can't compile "core/shaders/default/mesh/control_base.shader" control shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,SHADOW,TESSELLATION,PHONG_RIM
- Material::create_shader(): can't compile "core/shaders/default/mesh/evaluate_base.shader" evaluate shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,SHADOW,TESSELLATION,PHONG_RIM
- Material::create_shader(): can't compile "core/shaders/default/mesh/fragment_base_light_world.shader" fragment shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,SHADOW,TESSELLATION,PHONG_RIM
- GLShader::loadEvaluate(): error in "core/shaders/default/mesh/evaluate_base.shader" file
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,SHADOW,TESSELLATION,PHONG_RIM,OVERLAY_1
- 0:220(8): error: #version 150 layout qualifier `triangles' used
- GLShader::compile(): can't link program
- error: Tessellation control shader must be linked with tessellation evaluation shader
- Material::create_shader(): can't compile "core/shaders/default/mesh/vertex_base.shader" vertex shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,SHADOW,TESSELLATION,PHONG_RIM,OVERLAY_1
- Material::create_shader(): can't compile "core/shaders/default/mesh/control_base.shader" control shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,SHADOW,TESSELLATION,PHONG_RIM,OVERLAY_1
- Material::create_shader(): can't compile "core/shaders/default/mesh/evaluate_base.shader" evaluate shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,SHADOW,TESSELLATION,PHONG_RIM,OVERLAY_1
- Material::create_shader(): can't compile "core/shaders/default/mesh/fragment_base_light_world.shader" fragment shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,SHADOW,TESSELLATION,PHONG_RIM,OVERLAY_1
- GLShader::loadEvaluate(): error in "core/shaders/default/mesh/evaluate_base.shader" file
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,SHADOW,TESSELLATION,FLECK
- 0:220(8): error: #version 150 layout qualifier `triangles' used
- GLShader::compile(): can't link program
- error: Tessellation control shader must be linked with tessellation evaluation shader
- Material::create_shader(): can't compile "core/shaders/default/mesh/vertex_base.shader" vertex shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,SHADOW,TESSELLATION,FLECK
- Material::create_shader(): can't compile "core/shaders/default/mesh/control_base.shader" control shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,SHADOW,TESSELLATION,FLECK
- Material::create_shader(): can't compile "core/shaders/default/mesh/evaluate_base.shader" evaluate shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,SHADOW,TESSELLATION,FLECK
- Material::create_shader(): can't compile "core/shaders/default/mesh/fragment_paint_light_world.shader" fragment shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,SHADOW,TESSELLATION,FLECK
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- GLShader::loadEvaluate(): error in "core/shaders/default/mesh/evaluate_base.shader" file
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,TESSELLATION,FLECK
- 0:220(8): error: #version 150 layout qualifier `triangles' used
- GLShader::compile(): can't link program
- error: Tessellation control shader must be linked with tessellation evaluation shader
- Material::create_shader(): can't compile "core/shaders/default/mesh/vertex_base.shader" vertex shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,TESSELLATION,FLECK
- Material::create_shader(): can't compile "core/shaders/default/mesh/control_base.shader" control shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,TESSELLATION,FLECK
- Material::create_shader(): can't compile "core/shaders/default/mesh/evaluate_base.shader" evaluate shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,TESSELLATION,FLECK
- Material::create_shader(): can't compile "core/shaders/default/mesh/fragment_paint_light_world.shader" fragment shader
- defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_TESSELLATION,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_OCCLUSION,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,USE_SRGB,USE_RGB10A2,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,USE_SHADOW_KERNEL,OPENGL,HAS_ARB_DRAW_INSTANCED,HAS_ARB_TEXTURE_SNORM,SHADING_LANGUAGE=150,USE_ARB_SAMPLE_SHADING,HAS_ARB_GPU_SHADER5,BASE_LIGHT_WORLD,WORLD,TESSELLATION,FLECK
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- OpenGL error: invalid operation
- s 1ms
- Loading "core/materials/default/unigine_water.mat" 1 material 533 shaders 26ms
- Loading "core/materials/default/unigine_sky.mat" 1 material 21 shaders 19ms
- Loading "core/materials/default/unigine_decal.mat" 1 material 99 shaders 2ms
- Loading "core/properties/unigine.prop" 2 properties 0ms
- Unigine Heaven Benchmark 4.0 (4.0)Unigine~# world_load heaven/heaven
- Loading "heaven/heaven.cpp" 214ms
- Loading "heaven/materials/heaven_base.mat" 7 materials 15ms
- Loading "heaven/materials/heaven_environment.mat" 13 materials 742ms
- Loading "heaven/materials/heaven_ruins.mat" 27 materials 1837ms
- Loading "heaven/materials/heaven_buildings.mat" 58 materials 1939ms
- Loading "heaven/materials/heaven_props.mat" 10 materials 384ms
- Loading "heaven/materials/heaven_sfx.mat" 11 materials 9ms
- Loading "heaven/materials/heaven_fort.mat" 15 materials 506ms
- Loading "heaven/materials/heaven_airship.mat" 26 materials 2858ms
- Loading "heaven/heaven.world" 9627ms
- Unigine~# quit
- Close "libopenal.so.1"
- Close "libGL.so.1"
- Memory usage: none
- Allocations: none
- Shutdown
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