AmethystViper

TBP Error Report, 8/3/2015

Aug 2nd, 2015
320
0
Never
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text 62.40 KB | None | 0 0
  1. WAIT_TIME_DELAY 10.2
  2. 16 17 17 16 17 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 17 16 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 18 15 17 17 16 17 17 16 17 17 17 16 17 16 17 17 17 16 17 17 16 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 19 16 15 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 17 16 17 16 17 17 16 17 17 17 16 17 17 16 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 17 16 17 17 16 17 17 16 17 16 17 17 16 17 17 17 16 17 16 17 17 17 16 17 17 16 17 17 17 16 17 16 17 17 16 17 17 16 17 17 16 17 16 17 17 16 17 17
  3. WAIT_TIME_DELAY 10.2
  4. 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 17 16 17 16 17 17 17 16 17 16 17 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 16 17 17 17 16 17 17 16 17 17 16 17 16 17 17 16 17 17 16 17 17 17 16 17 17 16 17 16 17 17 16 17 17 17 16 17 16 17 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17
  5. WAIT_TIME_DELAY 10.2
  6. 24 10 23 10 23 10 23 10 23 11 21 12 21 13 19 14 22 11 21 13 21 12 20 16 14 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 12 22 11 23 11 22 11 22 11 22 12 22 11 22 11 23 11 22 11 23 10 24 10 23 10 23 10
  7. WAIT_TIME_DELAY 10.2
  8. 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 18 16 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16
  9. WAIT_TIME_DELAY 10.2
  10. 17 17 16 17 17 16 17 17 17 16 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 17 16 17 16 17 17 16 17 17 17 16 17 16 17 17 17 16 17 16 17 17 17 16 17 16 17 17 17 16 17 16 17 17 16 17 17 16 17 17 17 16 17 17 16 17 16 17 17 16 17 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 17 16 17 17 16 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16
  11. WAIT_TIME_DELAY 10.2
  12. 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 16 17 16 17 17 16 17 17 17 16 17 17 16 17 16 17 17 17 16 17 16 17 17 16 17 17 17 16 17 16 17 17 17 16 17 16 17 17 17 16 17 16 17 17 16 17 17 17 16 17 17 16 17 17 16 17 17 16 17 16 17 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16
  13. WAIT_TIME_DELAY 10.2
  14. 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 10 24 9 23 11 22 11 21 13 21 12 20 13 21 13 19 14 21 12 20 21 9 17 16 17 17 17 16 17 16 17 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 16 17 17 16 17 17 17 16 17 16 17 17 23 42 1 1 16 20 14 20 13 20 13 21 13 22 11 22 11 23 11 22 11 22 11 23 11 22 11 22 11 23 11 23 10 24 9 24 10 23 10 24 9 24 10 23 10 23 10 23 11 22 11 21 12 22 12 20 13 22 11 20 14 21 12 20 17 13 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17
  15. WAIT_TIME_DELAY 10.2
  16. 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 17 16 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 17 16 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17
  17. WAIT_TIME_DELAY 10.2
  18. 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 17 33 40 2 0 8 20 13 26 8 20 13 20 13 21 13 22 11 22 11 23 11 22 11 23 11 22 11 22 11 23 10 23 11 22 11 25 8 24 10 23 10 23 10 24 10 23 10 23 10 23 11 21 12 21 12 20 14 21 12 20 13 22 12 20 16 14 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16
  19. WAIT_TIME_DELAY 10.2
  20. 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 17 16 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 17 16 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16
  21. WAIT_TIME_DELAY 10.2
  22. 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 17 16 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17
  23. WAIT_TIME_DELAY 10.2
  24. 17 16 17 17 16 17 17 16 19 14 19 15 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 19 15 17 16 19 14 19 15 19 14 16 18 16 17 16 17 17 16 17 17 16 18 16 18 15 20 13 20 14 16 17 17 16 17 17 16 17 16 17 17 17 16 18 15 18 16 20 13 17 17 16 17 17 17 16 17 16 17 16 17 17 17 16 18 16 17 16 19 14 20 14 16 17 16 18 16 17 16 17 17 17 16 18 15 19 15 19 14 17 16 17 17 16 17 16 18 16 18 15 18 16 17 16 25 8 17 17 16 17 17 18 15 19 14 19 15 19 14 17 16 17 17 16 17 16 18 16 17 16 17 17 17 16 19 15 18 15 16 17 17 17 16 17 16 18 16 19 14 17 17 16 17 16 17 17 17 16 19 15 19 14 16 17 17 16 17 17 16 17 17 17 16 20 14 22 13 9 26 8 27 6 32 2 29 4 34 0 28 5 26 7 26 7 25 8 25 9 32 1 27 6 30 4 27 6 32 2 22 11 22 11 20 14 22 12 19 16 21 10 20 18 12 16 17 16 18 16
  25. WAIT_TIME_DELAY 10.2
  26. 1 1 1 8 1 1 0 1 2 1 3 1 1 1 1 1 1 1 1 3 2 1 1 1 1 1 1 0 1 3 1 1 1 1 0 1 1 2 4 1 2 20 1 1 3 3 2 1 2 3 3 1 2 1 3 3 1 1 1 5 1 1 3 1 1 2 1 1 1 1 1 1 1 1 1 3 1 1 1 1 1 1 0 1 1 1 1 1 1 1 3 1 1 1 1 0 0 19 41 2 0 4 12 4 0 8 0 5 11 0 6 10 6 0 11 7 0 7 10 0 9 9 16 9 0 9 10 0 12 7 13 7 2 7 8 0 3 5 0 6 6 1 11 3 0 0 1 1 0 1 0 0 0 0 0 0 0 0 0 1 3 0 0 0 1 0 1 0 1 0 0 0 0 0 0 1 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 1 0 0 1 0 0 0 0 0 0 0 0 1 0 1 3 0 0 0 1 0 0 2 0 1 1 0 0 0 0 1 0 0 0 0 0 0 1 2 1 1 0 0 1 0 1 0 0 2 1 1 2 1 1 1 1 3 1 1 1 1 1 1 1 1
  27. WAIT_TIME_DELAY 10.2
  28. 4 0 7 14 6 0 9 7 0 9 7 0 9 7 0 9 8 1 10 12 12 7 0 9 8 0 8 7 1 7 7 0 7 5 0 7 6 0 4 0 8 6 6 0 2 0 0 0 0 0 0 1 2 1 0 1 1 1 1 1 0 0 1 1 1 0 1 0 1 0 1 0 0 0 0 0 0 1 1 0 0 3 1 1 0 1 0 0 1 1 1 1 0 0 0 0 0 0 1 0 0 0 1 0 0 0 1 0 0 1 0 0 1 1 1 0 0 0 0 0 1 0 1 0 0 1 1 1 1 0 1 1 1 1 0 0 0 0 0 0 0 0 0 1 0 1 0 1 0 0 0 1 1 0 0 0 0 1 0 0 0 0 0 0 2 0 0 0 0 0 0 1 0 0 1 0 0 1 1 1 1 0 1 0 1 0 1 4 0 1 1 0 0 0 1 1 0 1 0 0 0 1 2 1 3 0 0 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 3 0 0 0 0 1 0 0 0 2 0 1 0 1 1 2 1 0 0 0 0 0 6 19 1 0 5 1 7
  29. WAIT_TIME_DELAY 10.2
  30. 1 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 6 0 0 0 0 0 0 0 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 1 1 0 1 1 0 0 0 0 1 1 0 0 0 0 1 0 1 0 0 0 0 0 0 0 0 0 0 1 0 0 2 0 0 0 0 0 1 0 0 0 0 0 0 0 1 0 0 1 1 0 1 1 0 0 0 0 0 1 0 0 0 1 0 0 0 0 0 0 1 0 0 1 1 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 1 0 0 1 0 0 1 0 0 0 1 0 0 1 0 0 0 0 0 0 0 0 6 0 0 0 0 0 0 1 7 0 0 3 0 0 0 0 0 0 0 0 0 0 3 1 0 0 0 0 0 0 0
  31. WAIT_TIME_DELAY 10.2
  32. 9 17 17 17 16 17 16 18 16 16 18 15 18 16 16 17 17 17 16 17 17 16 17 17 16 17 16 18 16 26 7 18 15 19 15 16 18 16 17 16 17 16 17 17 17 16 17 16 19 15 17 16 18 16 18 15 16 17 17 17 16 17 17 16 17 17 16 17 16 17 17 17 16 17 16 17 17 17 16 17 16 19 15 17 16 19 15 20 13 17 17 16 17 16 17 16 18 16 17 16 17 16 17 17 19 14 19 14 18 16 19 14 17 17 16 17 16 17 17 17 16 17 17 17 16 19 14 18 15 19 15 19 14 21 13 16 17 17 16 17 17 16 17 16 18 16 17 16 21 12 17 17 16 17 17 17 16 17 17 16 17 17 16 17 16 18 16 18 15 18 15 19 15 18 15 20 14 20 13 16 17 17 17 16 17 17 17 16 17 16 17 16 17 17 17 16 18 15 18 16 18 15 19 15 16 17 17 16 17 18 15 19 14 18 16 19 15 19 14 21 12 17 17 18 15 16 19 14 20 14 20 14 22 11 16 17 17 18 15 20 14 21 12 16 17 15 24 9 17 17 16 17 16 21 13 24
  33. WAIT_TIME_DELAY 10.2
  34. 17 17 16 17 16 17 17 17 16 17 16 17 17 16 17 19 14 19 15 20 13 17 16 18 16 16 17 17 17 16 17 16 18 16 16 17 17 16 17 16 17 17 16 17 18 15 18 16 18 15 19 14 17 17 16 17 17 16 17 17 16 17 17 16 17 18 15 17 17 17 16 17 16 20 13 20 14 20 13 17 17 16 17 17 16 18 16 16 17 16 17 16 20 14 16 17 17 17 16 17 16 19 15 16 17 17 16 17 17 17 16 17 16 22 12 16 17 18 15 17 19 17 15 16 16 18 22 10 18 16 16 17 35 1 88 16 12 1 0 17 14 20 15 19 12 24 12 20 11 23 12 22 9 25 9 24 9 25 9 25 8 37 1 20 8 25 11 21 10 24 10 23 10 23 10 24 9 24 10 22 11 22 11 23 11 22 12 24 8 24 10 23 10 20 18 12 17 16 20 14 17 16 19 14 17 17 17 16 17 16 18 16 16 17 17 16 17 18 16 18 15 17 18 15 16 17 17 16 17 17 17 16 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 17 16 18 15 17 17 16 17
  35. WAIT_TIME_DELAY 10.2
  36. 17 16 17 17 16 17 16 17 17 16 17 18 15 18 16 18 15 17 17 16 17 16 17 17 17 16 17 16 17 17 17 16 17 16 19 15 18 15 18 15 20 14 17 16 17 17 16 17 16 17 17 17 16 17 16 17 17 17 16 17 16 17 17 18 15 20 13 17 17 16 17 17 17 16 17 16 17 16 18 16 19 14 17 17 16 17 16 17 17 16 17 17 17 16 17 17 16 18 15 19 15 20 13 17 19 14 17 20 20 10 27 9 35 1 13 20 13 15 17 16 17 17 22 11 35 1 53 13 1 0 14 21 12 22 11 22 12 25 8 26 7 27 7 25 8 27 6 27 7 24 9 22 11 23 11 24 10 23 11 22 12 21 13 21 12 21 10 27 6 24 9 24 10 22 11 21 12 22 12 22 11 23 10 23 10 28 6 24 11 15 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 17 16 18 15 18 15 21 13 17 16 17 17 16 17 17 16 17 17 16 18 16 17 16 18 15 19 15 24 9 16 17 17 17 16 17 17 16 17 17 16 17 17 18 15 19 14 19 15 16 17
  37. WAIT_TIME_DELAY 10.2
  38. 17 17 16 17 16 17 17 17 16 17 17 16 17 18 15 19 15 18 15 17 16 17 17 16 17 17 16 17 17 16 17 16 17 17 17 16 17 16 17 17 17 16 18 16 17 16 18 15 19 15 16 17 16 17 17 17 16 17 17 18 15 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 16 17 17 17 16 17 17 16 17 17 16 18 16 18 15 17 16 17 17 16 17 16 17 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 18 16 17 16 18 15 19 15 18 15 16 17 17 16 17 17 17 17 16 18 15 18 16 16 17 17 16 17 17 16 17 17 16 17 17 16 17 16 19 15 17 16 18 15 19 15 19 14 17 17 16 17 17 16 17 17 16 17 16 19 15 17 16 19 15 18 15 19 14 17 17 17 16 17 16 17 17 16 22 15 16 15 19 15 16 17 16 17 17 16 17 22 12 21 12 23 10 17 18 15 17 16 17 17 17 16 18 16 19 14 22 11 17 17 17 16 17 16 17 17 16 18 16 18 15 17 16 17 17 16 17 16 17 17 17 16 17 16 17
  39. WAIT_TIME_DELAY 10.2
  40. 22 12 21 12 22 11 22 14 16 15 17 17 18 15 16 17 17 17 16 23 10 17 17 17 16 17 16 17 16 19 15 19 14 17 17 17 16 19 14 17 16 17 17 17 16 17 17 16 17 17 17 16 17 16 35 17 15 19 14 18 15 19 15 20 14 16 17 16 17 17 17 16 17 16 17 17 16 17 18 15 18 16 19 14 17 16 19 15 20 13 27 7 16 18 15 17 17 17 16 17 16 18 16 21 12 17 17 16 17 16 17 17 17 52 1 0 13 21 13 20 14 20 14 19 13 20 15 20 13 21 15 18 10 24 10 23 10 24 10 23 10 23 10 24 10 23 10 25 8 28 6 28 5 29 6 31 9 18 7 24 10 24 10 24 9 21 17 19 19 11 12 22 11 22 12 28 5 24 12 20 11 16 17 17 17 16 17 16 17 17 17 16 18 15 17 17 17 16 62 0 1 22 20 13 19 15 19 18 15 13 21 12 22 11 24 10 23 10 23 10 24 10 24 9 25 8 27 7 27 6 28 5 27 7 27 6 24 10 29 4 24 9 25 9 23 12 21 11 21 16 18 10 22 12 21 12
  41.  
  42.  
  43.  
  44. Current Time: Sun Aug 02 12:28:39 2015
  45.  
  46. FIT_TO_SCREEN: 1
  47. FULLSCREEN: 1
  48. SCREEN_X: 1920
  49. SCREEN_Y: 1080
  50. VSYNCH_FLAG: 1
  51. SHADER_FLAG: 2
  52. DRAW_PAPER_TEXTURE: 1
  53. DO_RUMBLE: 1
  54. SOUND_FLAG: 1
  55. PARALLAX_FLAG: 1
  56. MAX_TEXTURE_SIZE: 4096
  57. RESTART_WARNING_FLAG: 0
  58. SND_MUSIC_VOL: 1.000000
  59. SND_SFX_VOL: 1.000000
  60. IN_GP_MOVE: 0
  61. IN_GP_CAM: 1
  62. IN_GP_ATTACK: 2
  63. IN_GP_JUMP: 3
  64. IN_KB_M_UP: 7
  65. IN_KB_M_DN: 8
  66. IN_KB_M_LF: 9
  67. IN_KB_M_RT: 10
  68. IN_KB_ATTACK: 12
  69. IN_KB_JUMP: 13
  70. IN_KB_C_UP: 14
  71. IN_KB_C_DN: 15
  72. IN_KB_C_LF: 16
  73. IN_KB_C_RT: 17
  74. JOYSTICK_DEADZONE: 0.450000
  75. LEFT_STICK_X_AXIS: 0
  76. LEFT_STICK_Y_AXIS: 1
  77. RIGHT_STICK_X_AXIS: 2
  78. RIGHT_STICK_Y_AXIS: 3
  79. JOYSTICK_PAUSE_BUTTON: 8
  80. WAIT_TIME_DELAY: 62
  81. FORCE_30FPS: 0
  82. Current DisplayMode: 0 370546692 1920 X 1080 60
  83. DisplayMode: 0 370546692 1920 X 1080 60
  84. DisplayMode: 6 370546692 1768 X 992 30
  85. DisplayMode: 8 370546692 1680 X 1050 60
  86. DisplayMode: 14 370546692 1600 X 1024 60
  87. DisplayMode: 20 370546692 1600 X 900 60
  88. DisplayMode: 26 370546692 1366 X 768 60
  89. DisplayMode: 32 370546692 1360 X 768 60
  90. DisplayMode: 38 370546692 1280 X 1024 60
  91. DisplayMode: 44 370546692 1280 X 960 60
  92. DisplayMode: 50 370546692 1280 X 800 60
  93. DisplayMode: 56 370546692 1280 X 768 60
  94. DisplayMode: 62 370546692 1280 X 720 60
  95. DisplayMode: 68 370546692 1176 X 664 60
  96. DisplayMode: 70 370546692 1152 X 864 60
  97. DisplayMode: 76 370546692 1024 X 768 60
  98. DisplayMode: 82 370546692 800 X 600 60
  99. DisplayMode: 88 370546692 720 X 576 60
  100. DisplayMode: 94 370546692 720 X 480 60
  101. DisplayMode: 100 370546692 640 X 480 60
  102. GL_VENDOR NVIDIA Corporation
  103. GL_RENDERER GeForce GTX 750/PCIe/SSE2
  104. GL_VERSION 4.5.0 NVIDIA 347.88
  105. GL_EXTENSIONS GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_NV_internalformat_sample_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
  106. GLSL
  107.  
  108. PROGRAM1
  109. GLSL NOTE: shader program NOT DELETED
  110. GLSL NOTE: shader program LINKED
  111. GLSL PROGRAM LOG LENGTH: 1
  112. GLSL NUM ATTACHED SHADERS: 2
  113. GLSL NUM ACTIVE ATTRIBUTES: 2
  114. GLSL NUM ACTIVE UNIFORM VARIABLES: 28
  115. GLSL ACTIVE UNIFORM VAR 0: Type 35678, 'FlameTexture'
  116. GLSL ACTIVE UNIFORM VAR 1: Type 5126, 'OverlayTimer'
  117. GLSL ACTIVE UNIFORM VAR 2: Type 35678, 'RenderTexture'
  118. GLSL ACTIVE UNIFORM VAR 3: Type 5126, 'explosion_timer'
  119. GLSL ACTIVE UNIFORM VAR 4: Type 5126, 'explosion_x'
  120. GLSL ACTIVE UNIFORM VAR 5: Type 5126, 'explosion_y'
  121. GLSL ACTIVE UNIFORM VAR 6: Type 5126, 'flame_frame_x'
  122. GLSL ACTIVE UNIFORM VAR 7: Type 5126, 'flame_frame_y'
  123. GLSL ACTIVE UNIFORM VAR 8: Type 5126, 'flame_intensity'
  124. GLSL ACTIVE UNIFORM VAR 9: Type 5126, 'flame_timer'
  125. GLSL ACTIVE UNIFORM VAR 10: Type 5126, 'flame_x'
  126. GLSL ACTIVE UNIFORM VAR 11: Type 5126, 'flame_y'
  127. GLSL ACTIVE UNIFORM VAR 12: Type 5126, 'ring_timer'
  128. GLSL ACTIVE UNIFORM VAR 13: Type 5126, 'ring_x'
  129. GLSL ACTIVE UNIFORM VAR 14: Type 5126, 'ring_y'
  130. GLSL ACTIVE UNIFORM VAR 15: Type 5126, 'ripple_size'
  131. GLSL ACTIVE UNIFORM VAR 16: Type 5126, 'ripple_timer'
  132. GLSL ACTIVE UNIFORM VAR 17: Type 5126, 'ripple_x'
  133. GLSL ACTIVE UNIFORM VAR 18: Type 5126, 'ripple_y'
  134. GLSL ACTIVE UNIFORM VAR 19: Type 5126, 'scaleX'
  135. GLSL ACTIVE UNIFORM VAR 20: Type 5126, 'scaleY'
  136. GLSL ACTIVE UNIFORM VAR 21: Type 5126, 'swirl_timer'
  137. GLSL ACTIVE UNIFORM VAR 22: Type 5126, 'swirl_x'
  138. GLSL ACTIVE UNIFORM VAR 23: Type 5126, 'swirl_y'
  139. GLSL ACTIVE UNIFORM VAR 24: Type 5126, 'teleport_timer'
  140. GLSL ACTIVE UNIFORM VAR 25: Type 5126, 'teleport_x'
  141. GLSL ACTIVE UNIFORM VAR 26: Type 5126, 'teleport_y'
  142. GLSL ACTIVE UNIFORM VAR 27: Type 35676, 'gl_ModelViewProjectionMatrixTranspose'
  143. GLSL Vert Source
  144. varying vec2 Pos;void main(){gl_TexCoord[0] = gl_MultiTexCoord0;gl_Position = ftransform();Pos = (gl_Position.xy + vec2(1.0, 1.0)) * 0.5;}
  145. GLSL Frag Source
  146. uniform sampler2D RenderTexture;uniform sampler2D FlameTexture;uniform float scaleX;uniform float scaleY;uniform float ripple_timer;uniform float ripple_size;uniform float ripple_x;uniform float ripple_y;uniform float swirl_timer;uniform float swirl_x;uniform float swirl_y;uniform float ring_timer;uniform float ring_x;uniform float ring_y;uniform float explosion_timer;uniform float explosion_x;uniform float explosion_y;uniform float teleport_timer;uniform float teleport_x;uniform float teleport_y;uniform float flame_timer;uniform float flame_intensity;uniform float flame_x;uniform float flame_y;uniform float flame_frame_x;uniform float flame_frame_y;uniform float OverlayTimer;varying vec2 Pos;void main() {float redden = 1.0;float brighten = 1.0;vec4 baseColor;vec2 glTexCoord = gl_TexCoord[0].xy;float d;float tx;float ty;if(ripple_timer < 1.0){tx = abs(glTexCoord.x - ripple_x);ty = abs(glTexCoord.y - ripple_y);d = (tx - ripple_timer * ripple_size) * 10.0;if(tx < ripple_size && ty < 0.06 && d >= 0.0 && d <= 1.0){float tmp1 = d - 1.0;float tmp2 = ripple_size - tx;glTexCoord.y += d * d * tmp1 * tmp1 * tmp2 * tmp2 * (0.06 - ty) * 100.0 * ripple_size;}}if(swirl_timer < 1.0){tx = (glTexCoord.x - swirl_x) * scaleX;ty = (glTexCoord.y - swirl_y) * scaleY;d = tx * tx + ty * ty;if(d < 0.1 * 0.1){float l = sqrt(d);d *= 100.0;d = 1.0 - d;if(d < swirl_timer + 0.1 && d > swirl_timer - 0.1){d = (d - (swirl_timer - 0.1)) * 5.0;brighten += d;d = 0.1 / l * d * 0.1;glTexCoord.x -= tx * d;glTexCoord.y -= ty * d;}}}if(ring_timer < 1.0){tx = (glTexCoord.x - ring_x) * scaleX;ty = (glTexCoord.y - ring_y) * scaleY;d = tx * tx + ty * ty;if(d < 0.09){float tst = ring_timer;if(ring_timer > 0.5) tst = 1.0 - ring_timer;d *= 25.0;if(d < tst * 1.2 && d > tst *0.8){d = (d - (tst * 0.8)) * 2.5;redden += d;d *= tst;glTexCoord.x -= tx * d;glTexCoord.y -= ty * d;}}}if(explosion_timer < 1.0){tx = (glTexCoord.x - explosion_x) * scaleX;ty = (glTexCoord.y - explosion_y) * scaleY;d = tx * tx + ty * ty;if(d < 0.09 && d < explosion_timer * 1.2 && d > explosion_timer * 0.8){d = (d - (explosion_timer * 0.8)) * 5.0;brighten += d;d *= (1.0 - explosion_timer);glTexCoord.x += tx * d;glTexCoord.y += ty * d;}}if(teleport_timer > 0.0){tx = (glTexCoord.x - teleport_x) * scaleX;ty = (glTexCoord.y - teleport_y) * scaleY;d = length(vec2(tx, ty));d *= 30.0;d *= d;if(d > 0.0 && d <= 1.0){d = (1.0 - d) * teleport_timer;glTexCoord.x += tx;glTexCoord.y += ty;}}if(flame_timer > 0.0){tx = (glTexCoord.x - flame_x) * scaleX;ty = (glTexCoord.y - flame_y) * scaleY;d = sqrt(tx * tx + ty * ty);float topRange = 0.087 * flame_timer;float bottomRange = 0.026 * flame_timer;if(d < topRange && d > bottomRange){vec4 f;float tmpR;float t = ((atan(ty,tx) + 3.1415926535897932384626433832795) * 0.125) / 6.283185307179586476925286766559;d = (d - bottomRange) / (topRange - bottomRange) * 0.125;f = texture2D(FlameTexture, vec2(flame_frame_x + t, flame_frame_y - d)) * 0.1;tmpR = f[0] * flame_timer;glTexCoord.x += tx * tmpR;glTexCoord.y += ty * tmpR;redden += f[0] * flame_intensity;}}gl_FragColor = texture2D(RenderTexture, glTexCoord.xy);if (OverlayTimer > 0.0){if (OverlayTimer <= 2.0){gl_FragColor[0] += 0.2;}else {gl_FragColor[0] *= 1.133333;gl_FragColor[1] *= 1.072549;gl_FragColor[2] *= 0.794117;}}gl_FragColor[3] = 1.0;if (OverlayTimer <= 2.0) {if (OverlayTimer <= 1.0) {d = 0.35 * OverlayTimer;tx = (0.3 + d) + (0.7 - d) * brighten;}else {d = 0.1 * OverlayTimer;tx = (0.65 + d) + (0.35 - d) * brighten;}gl_FragColor[0] = gl_FragColor[0] * tx;gl_FragColor[1] = gl_FragColor[1] * tx;gl_FragColor[2] = gl_FragColor[2] * tx;}else {gl_FragColor[0] *= brighten;gl_FragColor[1] *= brighten;gl_FragColor[2] *= brighten;}redden -= 1.0;gl_FragColor[0] += redden * 0.43137254901960784313725490196078;gl_FragColor[1] += redden * 0.32549019607843137254901960784314;gl_FragColor[2] += redden;gl_FragColor[3] = 1.0;}
  147. GLSL
  148. INIT TEXTURE VARIABLES FOR program1
  149. GLSL
  150.  
  151. PROGRAM2
  152. GLSL NOTE: shader program NOT DELETED
  153. GLSL NOTE: shader program LINKED
  154. GLSL PROGRAM LOG LENGTH: 1
  155. GLSL NUM ATTACHED SHADERS: 2
  156. GLSL NUM ACTIVE ATTRIBUTES: 2
  157. GLSL NUM ACTIVE UNIFORM VARIABLES: 30
  158. GLSL ACTIVE UNIFORM VAR 0: Type 35678, 'FlameTexture'
  159. GLSL ACTIVE UNIFORM VAR 1: Type 35678, 'OverlayTexture'
  160. GLSL ACTIVE UNIFORM VAR 2: Type 5126, 'OverlayTimer'
  161. GLSL ACTIVE UNIFORM VAR 3: Type 35678, 'RenderTexture'
  162. GLSL ACTIVE UNIFORM VAR 4: Type 5126, 'explosion_timer'
  163. GLSL ACTIVE UNIFORM VAR 5: Type 5126, 'explosion_x'
  164. GLSL ACTIVE UNIFORM VAR 6: Type 5126, 'explosion_y'
  165. GLSL ACTIVE UNIFORM VAR 7: Type 5126, 'flame_frame_x'
  166. GLSL ACTIVE UNIFORM VAR 8: Type 5126, 'flame_frame_y'
  167. GLSL ACTIVE UNIFORM VAR 9: Type 5126, 'flame_intensity'
  168. GLSL ACTIVE UNIFORM VAR 10: Type 5126, 'flame_timer'
  169. GLSL ACTIVE UNIFORM VAR 11: Type 5126, 'flame_x'
  170. GLSL ACTIVE UNIFORM VAR 12: Type 5126, 'flame_y'
  171. GLSL ACTIVE UNIFORM VAR 13: Type 5126, 'index'
  172. GLSL ACTIVE UNIFORM VAR 14: Type 5126, 'ring_timer'
  173. GLSL ACTIVE UNIFORM VAR 15: Type 5126, 'ring_x'
  174. GLSL ACTIVE UNIFORM VAR 16: Type 5126, 'ring_y'
  175. GLSL ACTIVE UNIFORM VAR 17: Type 5126, 'ripple_size'
  176. GLSL ACTIVE UNIFORM VAR 18: Type 5126, 'ripple_timer'
  177. GLSL ACTIVE UNIFORM VAR 19: Type 5126, 'ripple_x'
  178. GLSL ACTIVE UNIFORM VAR 20: Type 5126, 'ripple_y'
  179. GLSL ACTIVE UNIFORM VAR 21: Type 5126, 'scaleX'
  180. GLSL ACTIVE UNIFORM VAR 22: Type 5126, 'scaleY'
  181. GLSL ACTIVE UNIFORM VAR 23: Type 5126, 'swirl_timer'
  182. GLSL ACTIVE UNIFORM VAR 24: Type 5126, 'swirl_x'
  183. GLSL ACTIVE UNIFORM VAR 25: Type 5126, 'swirl_y'
  184. GLSL ACTIVE UNIFORM VAR 26: Type 5126, 'teleport_timer'
  185. GLSL ACTIVE UNIFORM VAR 27: Type 5126, 'teleport_x'
  186. GLSL ACTIVE UNIFORM VAR 28: Type 5126, 'teleport_y'
  187. GLSL ACTIVE UNIFORM VAR 29: Type 35676, 'gl_ModelViewProjectionMatrixTranspose'
  188. GLSL Vert Source
  189. uniform float index;varying vec2 Pos1;varying vec2 Pos2;varying float OverInd;void main(){vec2 Pos;gl_TexCoord[0] = gl_MultiTexCoord0;gl_Position = ftransform();Pos = (gl_Position.xy + vec2(1.0, 1.0)) * 0.5;if(index < 0.25){OverInd = index * 4.0;Pos1 = Pos;Pos2 = vec2(Pos[0], 1.0 - Pos[1]);}else if(index < 0.5){OverInd = (index - 0.25) * 4.0;Pos1 = vec2(Pos[0], 1.0 - Pos[1]);Pos2 = vec2(1.0 - Pos[0], 1.0 - Pos[1]);}else if(index < 0.75){OverInd = (index - 0.5) * 4.0;Pos1 = vec2(1.0 - Pos[0], 1.0 - Pos[1]);Pos2 = vec2(1.0 - Pos[0], Pos[1]);}else {OverInd = (index - 0.75) * 4.0;Pos1 = vec2(1.0 - Pos[0], Pos[1]);Pos2 = Pos;}}
  190. GLSL Frag Source
  191. uniform sampler2D RenderTexture;uniform sampler2D OverlayTexture;uniform sampler2D FlameTexture;uniform float scaleX;uniform float scaleY;uniform float ripple_timer;uniform float ripple_size;uniform float ripple_x;uniform float ripple_y;uniform float swirl_timer;uniform float swirl_x;uniform float swirl_y;uniform float ring_timer;uniform float ring_x;uniform float ring_y;uniform float explosion_timer;uniform float explosion_x;uniform float explosion_y;uniform float teleport_timer;uniform float teleport_x;uniform float teleport_y;uniform float flame_timer;uniform float flame_intensity;uniform float flame_x;uniform float flame_y;uniform float flame_frame_x;uniform float flame_frame_y;uniform float OverlayTimer;varying vec2 Pos1;varying vec2 Pos2;varying float OverInd;void main() {float redden = 1.0;float brighten = 1.0;vec4 baseColor;vec4 overlayColor;vec2 glTexCoord = gl_TexCoord[0].xy;float d;float tx;float ty;if(ripple_timer < 1.0){tx = abs(glTexCoord.x - ripple_x);ty = abs(glTexCoord.y - ripple_y);d = (tx - ripple_timer * ripple_size) * 10.0;if(tx < ripple_size && ty < 0.06 && d >= 0.0 && d <= 1.0){float tmp1 = d - 1.0;float tmp2 = ripple_size - tx;glTexCoord.y += d * d * tmp1 * tmp1 * tmp2 * tmp2 * (0.06 - ty) * 100.0 * ripple_size;}}if(swirl_timer < 1.0){tx = (glTexCoord.x - swirl_x) * scaleX;ty = (glTexCoord.y - swirl_y) * scaleY;d = tx * tx + ty * ty;if(d < 0.1 * 0.1){float l = sqrt(d);d *= 100.0;d = 1.0 - d;if(d < swirl_timer + 0.1 && d > swirl_timer - 0.1){d = (d - (swirl_timer - 0.1)) * 5.0;brighten += d;d = 0.1 / l * d * 0.1;glTexCoord.x -= tx * d;glTexCoord.y -= ty * d;}}}if(ring_timer < 1.0){tx = (glTexCoord.x - ring_x) * scaleX;ty = (glTexCoord.y - ring_y) * scaleY;d = tx * tx + ty * ty;if(d < 0.09){float tst = ring_timer;if(ring_timer > 0.5) tst = 1.0 - ring_timer;d *= 25.0;if(d < tst * 1.2 && d > tst *0.8){d = (d - (tst * 0.8)) * 2.5;redden += d;d *= tst;glTexCoord.x -= tx * d;glTexCoord.y -= ty * d;}}}if(explosion_timer < 1.0){tx = (glTexCoord.x - explosion_x) * scaleX;ty = (glTexCoord.y - explosion_y) * scaleY;d = tx * tx + ty * ty;if(d < 0.09 && d < explosion_timer * 1.2 && d > explosion_timer * 0.8){d = (d - (explosion_timer * 0.8)) * 5.0;brighten += d;d *= (1.0 - explosion_timer);glTexCoord.x += tx * d;glTexCoord.y += ty * d;}}if(teleport_timer > 0.0){tx = (glTexCoord.x - teleport_x) * scaleX;ty = (glTexCoord.y - teleport_y) * scaleY;d = length(vec2(tx, ty));d *= 30.0;d *= d;if(d > 0.0){tx /= d;ty /= d;if(d <= 1.0){d = (1.0 - d) * teleport_timer;glTexCoord.x += tx * d;glTexCoord.y += ty * d;}}}if(flame_timer > 0.0){tx = (glTexCoord.x - flame_x) * scaleX;ty = (glTexCoord.y - flame_y) * scaleY;d = sqrt(tx * tx + ty * ty);float topRange = 0.087 * flame_timer;float bottomRange = 0.026 * flame_timer;if(d < topRange && d > bottomRange){vec4 f;float tmpR;float t = ((atan(ty,tx) + 3.1415926535897932384626433832795) * 0.125) / 6.283185307179586476925286766559;d = (d - bottomRange) / (topRange - bottomRange) * 0.125;f = texture2D(FlameTexture, vec2(flame_frame_x + t, flame_frame_y - d)) * 0.1;tmpR = f[0] * flame_timer;glTexCoord.x += tx * tmpR;glTexCoord.y += ty * tmpR;redden += f[0] * flame_intensity;}}baseColor = texture2D(RenderTexture, glTexCoord.xy);overlayColor = texture2D(OverlayTexture, Pos1) * (1.0 - OverInd) + texture2D(OverlayTexture, Pos2) * OverInd;if (OverlayTimer <= 1.0) {overlayColor[0] += OverlayTimer * (1.0 - overlayColor[0]);}else if (OverlayTimer <= 2.0) {d = 2.0 - OverlayTimer;overlayColor[0] += d * (1.0 - overlayColor[0]);overlayColor[1] *= d;overlayColor[2] = overlayColor[1];}else {overlayColor[0] += (1.0 - overlayColor[0]);overlayColor[1] += (1.0 - overlayColor[1]) * 0.662745;overlayColor[2] += (1.0 - overlayColor[2]) * 0.239215;}if(baseColor[0] > 0.5){gl_FragColor[0] = 1.0 - (1.0 - 2.0 * (baseColor[0] - 0.5)) * (1.0 - overlayColor[0]);}else {gl_FragColor[0] = 2.0 * baseColor[0] * overlayColor[0];}if(baseColor[1] > 0.5){gl_FragColor[1] = 1.0 - (1.0 - 2.0 * (baseColor[1] - 0.5)) * (1.0 - overlayColor[1]);}else {gl_FragColor[1] = 2.0 * baseColor[1] * overlayColor[1];}if(baseColor[2] > 0.5){gl_FragColor[2] = 1.0 - (1.0 - 2.0 * (baseColor[2] - 0.5)) * (1.0 - overlayColor[2]);}else {gl_FragColor[2] = 2.0 * baseColor[2] * overlayColor[2];}baseColor[0] *= brighten;baseColor[1] *= brighten;baseColor[2] *= brighten;if (OverlayTimer <= 2.0) {if (OverlayTimer <= 1.0) {d = 0.35 * OverlayTimer;tx = 0.3 + d;ty = 0.7 - d;}else {d = 0.1 * OverlayTimer;tx = 0.65 + d;ty = 0.35 - d;}gl_FragColor[0] = gl_FragColor[0] * tx + baseColor[0] * ty;gl_FragColor[1] = gl_FragColor[1] * tx + baseColor[1] * ty;gl_FragColor[2] = gl_FragColor[2] * tx + baseColor[2] * ty;}else {gl_FragColor[0] *= brighten;gl_FragColor[1] *= brighten;gl_FragColor[2] *= brighten;}redden -= 1.0;gl_FragColor[0] += redden * 0.43137254901960784313725490196078;gl_FragColor[1] += redden * 0.32549019607843137254901960784314;gl_FragColor[2] += redden;gl_FragColor[3] = 1.0;}
  192. GLSL
  193. INIT TEXTURE VARIABLES FOR program2
  194. FBO: ALL is well with ARB Frame Buffer Object.
  195. FBO: ALL is well with ARB Frame Buffer Object.
  196. FBO: ALL is well with ARB Frame Buffer Object.
  197. FBO: ALL is well with ARB Frame Buffer Object.
  198. INPUT: 0 controller(s) were found...
  199. WAIT_TIME_DELAY 10.2
  200. 40 0 10 20 13 53 43 13 4 4 17 22 11 30 3 23 11 22 11 22 11 23 11 22 11 22 11 23 11 23 10 23 10 24 10 23 10 23 10 24 10 23 10 23 10 23 11 21 12 21 12 20 14 21 12 20 13 22 12 20 16 14 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 17 16 17 17 16 17 17 16 17 17 17 16 17 17 16 17 16 17 17 17 16 17 17 16 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 42 0 8
  201. GLSL GL_INVALID_VALUE
  202. GLSL UNKNOWN
  203. GLSL NUM ATTACHED SHADERS: 0
  204. GLSL PROGRAM LOG LENGTH: 1
  205. GLSL NUM ATTACHED SHADERS: 0
  206. GLSL PROGRAM LOG LENGTH: 1
  207.  
  208.  
  209.  
  210. Current Time: Sun Aug 02 23:32:51 2015
  211.  
  212. FIT_TO_SCREEN: 1
  213. FULLSCREEN: 1
  214. SCREEN_X: 1920
  215. SCREEN_Y: 1080
  216. VSYNCH_FLAG: 1
  217. SHADER_FLAG: 2
  218. DRAW_PAPER_TEXTURE: 1
  219. DO_RUMBLE: 1
  220. SOUND_FLAG: 1
  221. PARALLAX_FLAG: 1
  222. MAX_TEXTURE_SIZE: 4096
  223. RESTART_WARNING_FLAG: 1
  224. SND_MUSIC_VOL: 1.000000
  225. SND_SFX_VOL: 1.000000
  226. IN_GP_MOVE: 0
  227. IN_GP_CAM: 1
  228. IN_GP_ATTACK: 2
  229. IN_GP_JUMP: 3
  230. IN_KB_M_UP: 7
  231. IN_KB_M_DN: 8
  232. IN_KB_M_LF: 9
  233. IN_KB_M_RT: 10
  234. IN_KB_ATTACK: 12
  235. IN_KB_JUMP: 13
  236. IN_KB_C_UP: 14
  237. IN_KB_C_DN: 15
  238. IN_KB_C_LF: 16
  239. IN_KB_C_RT: 17
  240. JOYSTICK_DEADZONE: 0.450000
  241. LEFT_STICK_X_AXIS: 0
  242. LEFT_STICK_Y_AXIS: 1
  243. RIGHT_STICK_X_AXIS: 2
  244. RIGHT_STICK_Y_AXIS: 3
  245. JOYSTICK_PAUSE_BUTTON: 8
  246. WAIT_TIME_DELAY: 62
  247. FORCE_30FPS: 0
  248. Current DisplayMode: 0 370546692 1920 X 1080 60
  249. DisplayMode: 0 370546692 1920 X 1080 60
  250. DisplayMode: 6 370546692 1768 X 992 30
  251. DisplayMode: 8 370546692 1680 X 1050 60
  252. DisplayMode: 14 370546692 1600 X 1024 60
  253. DisplayMode: 20 370546692 1600 X 900 60
  254. DisplayMode: 26 370546692 1366 X 768 60
  255. DisplayMode: 32 370546692 1360 X 768 60
  256. DisplayMode: 38 370546692 1280 X 1024 60
  257. DisplayMode: 44 370546692 1280 X 960 60
  258. DisplayMode: 50 370546692 1280 X 800 60
  259. DisplayMode: 56 370546692 1280 X 768 60
  260. DisplayMode: 62 370546692 1280 X 720 60
  261. DisplayMode: 68 370546692 1176 X 664 60
  262. DisplayMode: 70 370546692 1152 X 864 60
  263. DisplayMode: 76 370546692 1024 X 768 60
  264. DisplayMode: 82 370546692 800 X 600 60
  265. DisplayMode: 88 370546692 720 X 576 60
  266. DisplayMode: 94 370546692 720 X 480 60
  267. DisplayMode: 100 370546692 640 X 480 60
  268. GL_VENDOR NVIDIA Corporation
  269. GL_RENDERER GeForce GTX 750/PCIe/SSE2
  270. GL_VERSION 4.5.0 NVIDIA 347.88
  271. GL_EXTENSIONS GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_NV_internalformat_sample_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
  272. GLSL
  273.  
  274. PROGRAM1
  275. GLSL NOTE: shader program NOT DELETED
  276. GLSL NOTE: shader program LINKED
  277. GLSL PROGRAM LOG LENGTH: 1
  278. GLSL NUM ATTACHED SHADERS: 2
  279. GLSL NUM ACTIVE ATTRIBUTES: 2
  280. GLSL NUM ACTIVE UNIFORM VARIABLES: 28
  281. GLSL ACTIVE UNIFORM VAR 0: Type 35678, 'FlameTexture'
  282. GLSL ACTIVE UNIFORM VAR 1: Type 5126, 'OverlayTimer'
  283. GLSL ACTIVE UNIFORM VAR 2: Type 35678, 'RenderTexture'
  284. GLSL ACTIVE UNIFORM VAR 3: Type 5126, 'explosion_timer'
  285. GLSL ACTIVE UNIFORM VAR 4: Type 5126, 'explosion_x'
  286. GLSL ACTIVE UNIFORM VAR 5: Type 5126, 'explosion_y'
  287. GLSL ACTIVE UNIFORM VAR 6: Type 5126, 'flame_frame_x'
  288. GLSL ACTIVE UNIFORM VAR 7: Type 5126, 'flame_frame_y'
  289. GLSL ACTIVE UNIFORM VAR 8: Type 5126, 'flame_intensity'
  290. GLSL ACTIVE UNIFORM VAR 9: Type 5126, 'flame_timer'
  291. GLSL ACTIVE UNIFORM VAR 10: Type 5126, 'flame_x'
  292. GLSL ACTIVE UNIFORM VAR 11: Type 5126, 'flame_y'
  293. GLSL ACTIVE UNIFORM VAR 12: Type 5126, 'ring_timer'
  294. GLSL ACTIVE UNIFORM VAR 13: Type 5126, 'ring_x'
  295. GLSL ACTIVE UNIFORM VAR 14: Type 5126, 'ring_y'
  296. GLSL ACTIVE UNIFORM VAR 15: Type 5126, 'ripple_size'
  297. GLSL ACTIVE UNIFORM VAR 16: Type 5126, 'ripple_timer'
  298. GLSL ACTIVE UNIFORM VAR 17: Type 5126, 'ripple_x'
  299. GLSL ACTIVE UNIFORM VAR 18: Type 5126, 'ripple_y'
  300. GLSL ACTIVE UNIFORM VAR 19: Type 5126, 'scaleX'
  301. GLSL ACTIVE UNIFORM VAR 20: Type 5126, 'scaleY'
  302. GLSL ACTIVE UNIFORM VAR 21: Type 5126, 'swirl_timer'
  303. GLSL ACTIVE UNIFORM VAR 22: Type 5126, 'swirl_x'
  304. GLSL ACTIVE UNIFORM VAR 23: Type 5126, 'swirl_y'
  305. GLSL ACTIVE UNIFORM VAR 24: Type 5126, 'teleport_timer'
  306. GLSL ACTIVE UNIFORM VAR 25: Type 5126, 'teleport_x'
  307. GLSL ACTIVE UNIFORM VAR 26: Type 5126, 'teleport_y'
  308. GLSL ACTIVE UNIFORM VAR 27: Type 35676, 'gl_ModelViewProjectionMatrixTranspose'
  309. GLSL Vert Source
  310. varying vec2 Pos;void main(){gl_TexCoord[0] = gl_MultiTexCoord0;gl_Position = ftransform();Pos = (gl_Position.xy + vec2(1.0, 1.0)) * 0.5;}
  311. GLSL Frag Source
  312. uniform sampler2D RenderTexture;uniform sampler2D FlameTexture;uniform float scaleX;uniform float scaleY;uniform float ripple_timer;uniform float ripple_size;uniform float ripple_x;uniform float ripple_y;uniform float swirl_timer;uniform float swirl_x;uniform float swirl_y;uniform float ring_timer;uniform float ring_x;uniform float ring_y;uniform float explosion_timer;uniform float explosion_x;uniform float explosion_y;uniform float teleport_timer;uniform float teleport_x;uniform float teleport_y;uniform float flame_timer;uniform float flame_intensity;uniform float flame_x;uniform float flame_y;uniform float flame_frame_x;uniform float flame_frame_y;uniform float OverlayTimer;varying vec2 Pos;void main() {float redden = 1.0;float brighten = 1.0;vec4 baseColor;vec2 glTexCoord = gl_TexCoord[0].xy;float d;float tx;float ty;if(ripple_timer < 1.0){tx = abs(glTexCoord.x - ripple_x);ty = abs(glTexCoord.y - ripple_y);d = (tx - ripple_timer * ripple_size) * 10.0;if(tx < ripple_size && ty < 0.06 && d >= 0.0 && d <= 1.0){float tmp1 = d - 1.0;float tmp2 = ripple_size - tx;glTexCoord.y += d * d * tmp1 * tmp1 * tmp2 * tmp2 * (0.06 - ty) * 100.0 * ripple_size;}}if(swirl_timer < 1.0){tx = (glTexCoord.x - swirl_x) * scaleX;ty = (glTexCoord.y - swirl_y) * scaleY;d = tx * tx + ty * ty;if(d < 0.1 * 0.1){float l = sqrt(d);d *= 100.0;d = 1.0 - d;if(d < swirl_timer + 0.1 && d > swirl_timer - 0.1){d = (d - (swirl_timer - 0.1)) * 5.0;brighten += d;d = 0.1 / l * d * 0.1;glTexCoord.x -= tx * d;glTexCoord.y -= ty * d;}}}if(ring_timer < 1.0){tx = (glTexCoord.x - ring_x) * scaleX;ty = (glTexCoord.y - ring_y) * scaleY;d = tx * tx + ty * ty;if(d < 0.09){float tst = ring_timer;if(ring_timer > 0.5) tst = 1.0 - ring_timer;d *= 25.0;if(d < tst * 1.2 && d > tst *0.8){d = (d - (tst * 0.8)) * 2.5;redden += d;d *= tst;glTexCoord.x -= tx * d;glTexCoord.y -= ty * d;}}}if(explosion_timer < 1.0){tx = (glTexCoord.x - explosion_x) * scaleX;ty = (glTexCoord.y - explosion_y) * scaleY;d = tx * tx + ty * ty;if(d < 0.09 && d < explosion_timer * 1.2 && d > explosion_timer * 0.8){d = (d - (explosion_timer * 0.8)) * 5.0;brighten += d;d *= (1.0 - explosion_timer);glTexCoord.x += tx * d;glTexCoord.y += ty * d;}}if(teleport_timer > 0.0){tx = (glTexCoord.x - teleport_x) * scaleX;ty = (glTexCoord.y - teleport_y) * scaleY;d = length(vec2(tx, ty));d *= 30.0;d *= d;if(d > 0.0 && d <= 1.0){d = (1.0 - d) * teleport_timer;glTexCoord.x += tx;glTexCoord.y += ty;}}if(flame_timer > 0.0){tx = (glTexCoord.x - flame_x) * scaleX;ty = (glTexCoord.y - flame_y) * scaleY;d = sqrt(tx * tx + ty * ty);float topRange = 0.087 * flame_timer;float bottomRange = 0.026 * flame_timer;if(d < topRange && d > bottomRange){vec4 f;float tmpR;float t = ((atan(ty,tx) + 3.1415926535897932384626433832795) * 0.125) / 6.283185307179586476925286766559;d = (d - bottomRange) / (topRange - bottomRange) * 0.125;f = texture2D(FlameTexture, vec2(flame_frame_x + t, flame_frame_y - d)) * 0.1;tmpR = f[0] * flame_timer;glTexCoord.x += tx * tmpR;glTexCoord.y += ty * tmpR;redden += f[0] * flame_intensity;}}gl_FragColor = texture2D(RenderTexture, glTexCoord.xy);if (OverlayTimer > 0.0){if (OverlayTimer <= 2.0){gl_FragColor[0] += 0.2;}else {gl_FragColor[0] *= 1.133333;gl_FragColor[1] *= 1.072549;gl_FragColor[2] *= 0.794117;}}gl_FragColor[3] = 1.0;if (OverlayTimer <= 2.0) {if (OverlayTimer <= 1.0) {d = 0.35 * OverlayTimer;tx = (0.3 + d) + (0.7 - d) * brighten;}else {d = 0.1 * OverlayTimer;tx = (0.65 + d) + (0.35 - d) * brighten;}gl_FragColor[0] = gl_FragColor[0] * tx;gl_FragColor[1] = gl_FragColor[1] * tx;gl_FragColor[2] = gl_FragColor[2] * tx;}else {gl_FragColor[0] *= brighten;gl_FragColor[1] *= brighten;gl_FragColor[2] *= brighten;}redden -= 1.0;gl_FragColor[0] += redden * 0.43137254901960784313725490196078;gl_FragColor[1] += redden * 0.32549019607843137254901960784314;gl_FragColor[2] += redden;gl_FragColor[3] = 1.0;}
  313. GLSL
  314. INIT TEXTURE VARIABLES FOR program1
  315. GLSL
  316.  
  317. PROGRAM2
  318. GLSL NOTE: shader program NOT DELETED
  319. GLSL NOTE: shader program LINKED
  320. GLSL PROGRAM LOG LENGTH: 1
  321. GLSL NUM ATTACHED SHADERS: 2
  322. GLSL NUM ACTIVE ATTRIBUTES: 2
  323. GLSL NUM ACTIVE UNIFORM VARIABLES: 30
  324. GLSL ACTIVE UNIFORM VAR 0: Type 35678, 'FlameTexture'
  325. GLSL ACTIVE UNIFORM VAR 1: Type 35678, 'OverlayTexture'
  326. GLSL ACTIVE UNIFORM VAR 2: Type 5126, 'OverlayTimer'
  327. GLSL ACTIVE UNIFORM VAR 3: Type 35678, 'RenderTexture'
  328. GLSL ACTIVE UNIFORM VAR 4: Type 5126, 'explosion_timer'
  329. GLSL ACTIVE UNIFORM VAR 5: Type 5126, 'explosion_x'
  330. GLSL ACTIVE UNIFORM VAR 6: Type 5126, 'explosion_y'
  331. GLSL ACTIVE UNIFORM VAR 7: Type 5126, 'flame_frame_x'
  332. GLSL ACTIVE UNIFORM VAR 8: Type 5126, 'flame_frame_y'
  333. GLSL ACTIVE UNIFORM VAR 9: Type 5126, 'flame_intensity'
  334. GLSL ACTIVE UNIFORM VAR 10: Type 5126, 'flame_timer'
  335. GLSL ACTIVE UNIFORM VAR 11: Type 5126, 'flame_x'
  336. GLSL ACTIVE UNIFORM VAR 12: Type 5126, 'flame_y'
  337. GLSL ACTIVE UNIFORM VAR 13: Type 5126, 'index'
  338. GLSL ACTIVE UNIFORM VAR 14: Type 5126, 'ring_timer'
  339. GLSL ACTIVE UNIFORM VAR 15: Type 5126, 'ring_x'
  340. GLSL ACTIVE UNIFORM VAR 16: Type 5126, 'ring_y'
  341. GLSL ACTIVE UNIFORM VAR 17: Type 5126, 'ripple_size'
  342. GLSL ACTIVE UNIFORM VAR 18: Type 5126, 'ripple_timer'
  343. GLSL ACTIVE UNIFORM VAR 19: Type 5126, 'ripple_x'
  344. GLSL ACTIVE UNIFORM VAR 20: Type 5126, 'ripple_y'
  345. GLSL ACTIVE UNIFORM VAR 21: Type 5126, 'scaleX'
  346. GLSL ACTIVE UNIFORM VAR 22: Type 5126, 'scaleY'
  347. GLSL ACTIVE UNIFORM VAR 23: Type 5126, 'swirl_timer'
  348. GLSL ACTIVE UNIFORM VAR 24: Type 5126, 'swirl_x'
  349. GLSL ACTIVE UNIFORM VAR 25: Type 5126, 'swirl_y'
  350. GLSL ACTIVE UNIFORM VAR 26: Type 5126, 'teleport_timer'
  351. GLSL ACTIVE UNIFORM VAR 27: Type 5126, 'teleport_x'
  352. GLSL ACTIVE UNIFORM VAR 28: Type 5126, 'teleport_y'
  353. GLSL ACTIVE UNIFORM VAR 29: Type 35676, 'gl_ModelViewProjectionMatrixTranspose'
  354. GLSL Vert Source
  355. uniform float index;varying vec2 Pos1;varying vec2 Pos2;varying float OverInd;void main(){vec2 Pos;gl_TexCoord[0] = gl_MultiTexCoord0;gl_Position = ftransform();Pos = (gl_Position.xy + vec2(1.0, 1.0)) * 0.5;if(index < 0.25){OverInd = index * 4.0;Pos1 = Pos;Pos2 = vec2(Pos[0], 1.0 - Pos[1]);}else if(index < 0.5){OverInd = (index - 0.25) * 4.0;Pos1 = vec2(Pos[0], 1.0 - Pos[1]);Pos2 = vec2(1.0 - Pos[0], 1.0 - Pos[1]);}else if(index < 0.75){OverInd = (index - 0.5) * 4.0;Pos1 = vec2(1.0 - Pos[0], 1.0 - Pos[1]);Pos2 = vec2(1.0 - Pos[0], Pos[1]);}else {OverInd = (index - 0.75) * 4.0;Pos1 = vec2(1.0 - Pos[0], Pos[1]);Pos2 = Pos;}}
  356. GLSL Frag Source
  357. uniform sampler2D RenderTexture;uniform sampler2D OverlayTexture;uniform sampler2D FlameTexture;uniform float scaleX;uniform float scaleY;uniform float ripple_timer;uniform float ripple_size;uniform float ripple_x;uniform float ripple_y;uniform float swirl_timer;uniform float swirl_x;uniform float swirl_y;uniform float ring_timer;uniform float ring_x;uniform float ring_y;uniform float explosion_timer;uniform float explosion_x;uniform float explosion_y;uniform float teleport_timer;uniform float teleport_x;uniform float teleport_y;uniform float flame_timer;uniform float flame_intensity;uniform float flame_x;uniform float flame_y;uniform float flame_frame_x;uniform float flame_frame_y;uniform float OverlayTimer;varying vec2 Pos1;varying vec2 Pos2;varying float OverInd;void main() {float redden = 1.0;float brighten = 1.0;vec4 baseColor;vec4 overlayColor;vec2 glTexCoord = gl_TexCoord[0].xy;float d;float tx;float ty;if(ripple_timer < 1.0){tx = abs(glTexCoord.x - ripple_x);ty = abs(glTexCoord.y - ripple_y);d = (tx - ripple_timer * ripple_size) * 10.0;if(tx < ripple_size && ty < 0.06 && d >= 0.0 && d <= 1.0){float tmp1 = d - 1.0;float tmp2 = ripple_size - tx;glTexCoord.y += d * d * tmp1 * tmp1 * tmp2 * tmp2 * (0.06 - ty) * 100.0 * ripple_size;}}if(swirl_timer < 1.0){tx = (glTexCoord.x - swirl_x) * scaleX;ty = (glTexCoord.y - swirl_y) * scaleY;d = tx * tx + ty * ty;if(d < 0.1 * 0.1){float l = sqrt(d);d *= 100.0;d = 1.0 - d;if(d < swirl_timer + 0.1 && d > swirl_timer - 0.1){d = (d - (swirl_timer - 0.1)) * 5.0;brighten += d;d = 0.1 / l * d * 0.1;glTexCoord.x -= tx * d;glTexCoord.y -= ty * d;}}}if(ring_timer < 1.0){tx = (glTexCoord.x - ring_x) * scaleX;ty = (glTexCoord.y - ring_y) * scaleY;d = tx * tx + ty * ty;if(d < 0.09){float tst = ring_timer;if(ring_timer > 0.5) tst = 1.0 - ring_timer;d *= 25.0;if(d < tst * 1.2 && d > tst *0.8){d = (d - (tst * 0.8)) * 2.5;redden += d;d *= tst;glTexCoord.x -= tx * d;glTexCoord.y -= ty * d;}}}if(explosion_timer < 1.0){tx = (glTexCoord.x - explosion_x) * scaleX;ty = (glTexCoord.y - explosion_y) * scaleY;d = tx * tx + ty * ty;if(d < 0.09 && d < explosion_timer * 1.2 && d > explosion_timer * 0.8){d = (d - (explosion_timer * 0.8)) * 5.0;brighten += d;d *= (1.0 - explosion_timer);glTexCoord.x += tx * d;glTexCoord.y += ty * d;}}if(teleport_timer > 0.0){tx = (glTexCoord.x - teleport_x) * scaleX;ty = (glTexCoord.y - teleport_y) * scaleY;d = length(vec2(tx, ty));d *= 30.0;d *= d;if(d > 0.0){tx /= d;ty /= d;if(d <= 1.0){d = (1.0 - d) * teleport_timer;glTexCoord.x += tx * d;glTexCoord.y += ty * d;}}}if(flame_timer > 0.0){tx = (glTexCoord.x - flame_x) * scaleX;ty = (glTexCoord.y - flame_y) * scaleY;d = sqrt(tx * tx + ty * ty);float topRange = 0.087 * flame_timer;float bottomRange = 0.026 * flame_timer;if(d < topRange && d > bottomRange){vec4 f;float tmpR;float t = ((atan(ty,tx) + 3.1415926535897932384626433832795) * 0.125) / 6.283185307179586476925286766559;d = (d - bottomRange) / (topRange - bottomRange) * 0.125;f = texture2D(FlameTexture, vec2(flame_frame_x + t, flame_frame_y - d)) * 0.1;tmpR = f[0] * flame_timer;glTexCoord.x += tx * tmpR;glTexCoord.y += ty * tmpR;redden += f[0] * flame_intensity;}}baseColor = texture2D(RenderTexture, glTexCoord.xy);overlayColor = texture2D(OverlayTexture, Pos1) * (1.0 - OverInd) + texture2D(OverlayTexture, Pos2) * OverInd;if (OverlayTimer <= 1.0) {overlayColor[0] += OverlayTimer * (1.0 - overlayColor[0]);}else if (OverlayTimer <= 2.0) {d = 2.0 - OverlayTimer;overlayColor[0] += d * (1.0 - overlayColor[0]);overlayColor[1] *= d;overlayColor[2] = overlayColor[1];}else {overlayColor[0] += (1.0 - overlayColor[0]);overlayColor[1] += (1.0 - overlayColor[1]) * 0.662745;overlayColor[2] += (1.0 - overlayColor[2]) * 0.239215;}if(baseColor[0] > 0.5){gl_FragColor[0] = 1.0 - (1.0 - 2.0 * (baseColor[0] - 0.5)) * (1.0 - overlayColor[0]);}else {gl_FragColor[0] = 2.0 * baseColor[0] * overlayColor[0];}if(baseColor[1] > 0.5){gl_FragColor[1] = 1.0 - (1.0 - 2.0 * (baseColor[1] - 0.5)) * (1.0 - overlayColor[1]);}else {gl_FragColor[1] = 2.0 * baseColor[1] * overlayColor[1];}if(baseColor[2] > 0.5){gl_FragColor[2] = 1.0 - (1.0 - 2.0 * (baseColor[2] - 0.5)) * (1.0 - overlayColor[2]);}else {gl_FragColor[2] = 2.0 * baseColor[2] * overlayColor[2];}baseColor[0] *= brighten;baseColor[1] *= brighten;baseColor[2] *= brighten;if (OverlayTimer <= 2.0) {if (OverlayTimer <= 1.0) {d = 0.35 * OverlayTimer;tx = 0.3 + d;ty = 0.7 - d;}else {d = 0.1 * OverlayTimer;tx = 0.65 + d;ty = 0.35 - d;}gl_FragColor[0] = gl_FragColor[0] * tx + baseColor[0] * ty;gl_FragColor[1] = gl_FragColor[1] * tx + baseColor[1] * ty;gl_FragColor[2] = gl_FragColor[2] * tx + baseColor[2] * ty;}else {gl_FragColor[0] *= brighten;gl_FragColor[1] *= brighten;gl_FragColor[2] *= brighten;}redden -= 1.0;gl_FragColor[0] += redden * 0.43137254901960784313725490196078;gl_FragColor[1] += redden * 0.32549019607843137254901960784314;gl_FragColor[2] += redden;gl_FragColor[3] = 1.0;}
  358. GLSL
  359. INIT TEXTURE VARIABLES FOR program2
  360. FBO: ALL is well with ARB Frame Buffer Object.
  361. FBO: ALL is well with ARB Frame Buffer Object.
  362. FBO: ALL is well with ARB Frame Buffer Object.
  363. FBO: ALL is well with ARB Frame Buffer Object.
  364. INPUT: 1 controller(s) were found...
  365. GAMECONTROLLER Name: X360 Controller
  366. GC num of Axis: 6
  367. GC num of Balls: 0
  368. GC num of Hats: 0
  369. GC num of Buttons: 15
  370. INPUT: No haptics for device.
  371. WAIT_TIME_DELAY 10.2
  372. 17 17 16 17 17 16 17 17 16 17 17 16 17 17 23 38 0 6 16 20 14 20 13 20 13 21 13 21 12 22 11 23 10 23 11 22 11 23 11 22 11 22 11 23 11 22 11 23 10 24 9 24 10 23 10 24 10 23 10 23 10 23 11 21 12 21 12 21 13 19 14 21 12 20 13 22 12 20 16 14 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 17 16 17 16 17 17 17 16 17 16 17 17 17 16 17 16 17 17 17 16 17 17 16 17 17 16 17 16 17 17 17 16 17 16 17 17 16 17 17 17 16 17 17 16 17 17 16 17 16 17 17 17 16 17 17 16 17 16 17 17 16 17 17 17 16 17 16 17 17 17 16 17 17 16 17 17 16 17 16 17 17 17 16 17 17 16 17 17 16 17 16 17 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 17 16 17 16 17 17 16 17 17 16 17 17 16 17 17 16 17 17 17 16 17 16 17 17 17 16 17 16 17 17 16
  373. GLSL GL_INVALID_VALUE
  374. GLSL UNKNOWN
  375. GLSL NUM ATTACHED SHADERS: 0
  376. GLSL PROGRAM LOG LENGTH: 1
  377. GLSL NUM ATTACHED SHADERS: 0
  378. GLSL PROGRAM LOG LENGTH: 1
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