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- WAIT_TIME_DELAY 10.2
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- WAIT_TIME_DELAY 10.2
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- WAIT_TIME_DELAY 10.2
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- WAIT_TIME_DELAY 10.2
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- WAIT_TIME_DELAY 10.2
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- Current Time: Sun Aug 02 12:28:39 2015
- FIT_TO_SCREEN: 1
- FULLSCREEN: 1
- SCREEN_X: 1920
- SCREEN_Y: 1080
- VSYNCH_FLAG: 1
- SHADER_FLAG: 2
- DRAW_PAPER_TEXTURE: 1
- DO_RUMBLE: 1
- SOUND_FLAG: 1
- PARALLAX_FLAG: 1
- MAX_TEXTURE_SIZE: 4096
- RESTART_WARNING_FLAG: 0
- SND_MUSIC_VOL: 1.000000
- SND_SFX_VOL: 1.000000
- IN_GP_MOVE: 0
- IN_GP_CAM: 1
- IN_GP_ATTACK: 2
- IN_GP_JUMP: 3
- IN_KB_M_UP: 7
- IN_KB_M_DN: 8
- IN_KB_M_LF: 9
- IN_KB_M_RT: 10
- IN_KB_ATTACK: 12
- IN_KB_JUMP: 13
- IN_KB_C_UP: 14
- IN_KB_C_DN: 15
- IN_KB_C_LF: 16
- IN_KB_C_RT: 17
- JOYSTICK_DEADZONE: 0.450000
- LEFT_STICK_X_AXIS: 0
- LEFT_STICK_Y_AXIS: 1
- RIGHT_STICK_X_AXIS: 2
- RIGHT_STICK_Y_AXIS: 3
- JOYSTICK_PAUSE_BUTTON: 8
- WAIT_TIME_DELAY: 62
- FORCE_30FPS: 0
- Current DisplayMode: 0 370546692 1920 X 1080 60
- DisplayMode: 0 370546692 1920 X 1080 60
- DisplayMode: 6 370546692 1768 X 992 30
- DisplayMode: 8 370546692 1680 X 1050 60
- DisplayMode: 14 370546692 1600 X 1024 60
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- DisplayMode: 56 370546692 1280 X 768 60
- DisplayMode: 62 370546692 1280 X 720 60
- DisplayMode: 68 370546692 1176 X 664 60
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- DisplayMode: 82 370546692 800 X 600 60
- DisplayMode: 88 370546692 720 X 576 60
- DisplayMode: 94 370546692 720 X 480 60
- DisplayMode: 100 370546692 640 X 480 60
- GL_VENDOR NVIDIA Corporation
- GL_RENDERER GeForce GTX 750/PCIe/SSE2
- GL_VERSION 4.5.0 NVIDIA 347.88
- 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
- GLSL
- PROGRAM1
- GLSL NOTE: shader program NOT DELETED
- GLSL NOTE: shader program LINKED
- GLSL PROGRAM LOG LENGTH: 1
- GLSL NUM ATTACHED SHADERS: 2
- GLSL NUM ACTIVE ATTRIBUTES: 2
- GLSL NUM ACTIVE UNIFORM VARIABLES: 28
- GLSL ACTIVE UNIFORM VAR 0: Type 35678, 'FlameTexture'
- GLSL ACTIVE UNIFORM VAR 1: Type 5126, 'OverlayTimer'
- GLSL ACTIVE UNIFORM VAR 2: Type 35678, 'RenderTexture'
- GLSL ACTIVE UNIFORM VAR 3: Type 5126, 'explosion_timer'
- GLSL ACTIVE UNIFORM VAR 4: Type 5126, 'explosion_x'
- GLSL ACTIVE UNIFORM VAR 5: Type 5126, 'explosion_y'
- GLSL ACTIVE UNIFORM VAR 6: Type 5126, 'flame_frame_x'
- GLSL ACTIVE UNIFORM VAR 7: Type 5126, 'flame_frame_y'
- GLSL ACTIVE UNIFORM VAR 8: Type 5126, 'flame_intensity'
- GLSL ACTIVE UNIFORM VAR 9: Type 5126, 'flame_timer'
- GLSL ACTIVE UNIFORM VAR 10: Type 5126, 'flame_x'
- GLSL ACTIVE UNIFORM VAR 11: Type 5126, 'flame_y'
- GLSL ACTIVE UNIFORM VAR 12: Type 5126, 'ring_timer'
- GLSL ACTIVE UNIFORM VAR 13: Type 5126, 'ring_x'
- GLSL ACTIVE UNIFORM VAR 14: Type 5126, 'ring_y'
- GLSL ACTIVE UNIFORM VAR 15: Type 5126, 'ripple_size'
- GLSL ACTIVE UNIFORM VAR 16: Type 5126, 'ripple_timer'
- GLSL ACTIVE UNIFORM VAR 17: Type 5126, 'ripple_x'
- GLSL ACTIVE UNIFORM VAR 18: Type 5126, 'ripple_y'
- GLSL ACTIVE UNIFORM VAR 19: Type 5126, 'scaleX'
- GLSL ACTIVE UNIFORM VAR 20: Type 5126, 'scaleY'
- GLSL ACTIVE UNIFORM VAR 21: Type 5126, 'swirl_timer'
- GLSL ACTIVE UNIFORM VAR 22: Type 5126, 'swirl_x'
- GLSL ACTIVE UNIFORM VAR 23: Type 5126, 'swirl_y'
- GLSL ACTIVE UNIFORM VAR 24: Type 5126, 'teleport_timer'
- GLSL ACTIVE UNIFORM VAR 25: Type 5126, 'teleport_x'
- GLSL ACTIVE UNIFORM VAR 26: Type 5126, 'teleport_y'
- GLSL ACTIVE UNIFORM VAR 27: Type 35676, 'gl_ModelViewProjectionMatrixTranspose'
- GLSL Vert Source
- varying vec2 Pos;void main(){gl_TexCoord[0] = gl_MultiTexCoord0;gl_Position = ftransform();Pos = (gl_Position.xy + vec2(1.0, 1.0)) * 0.5;}
- GLSL Frag Source
- 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;}
- GLSL
- INIT TEXTURE VARIABLES FOR program1
- GLSL
- PROGRAM2
- GLSL NOTE: shader program NOT DELETED
- GLSL NOTE: shader program LINKED
- GLSL PROGRAM LOG LENGTH: 1
- GLSL NUM ATTACHED SHADERS: 2
- GLSL NUM ACTIVE ATTRIBUTES: 2
- GLSL NUM ACTIVE UNIFORM VARIABLES: 30
- GLSL ACTIVE UNIFORM VAR 0: Type 35678, 'FlameTexture'
- GLSL ACTIVE UNIFORM VAR 1: Type 35678, 'OverlayTexture'
- GLSL ACTIVE UNIFORM VAR 2: Type 5126, 'OverlayTimer'
- GLSL ACTIVE UNIFORM VAR 3: Type 35678, 'RenderTexture'
- GLSL ACTIVE UNIFORM VAR 4: Type 5126, 'explosion_timer'
- GLSL ACTIVE UNIFORM VAR 5: Type 5126, 'explosion_x'
- GLSL ACTIVE UNIFORM VAR 6: Type 5126, 'explosion_y'
- GLSL ACTIVE UNIFORM VAR 7: Type 5126, 'flame_frame_x'
- GLSL ACTIVE UNIFORM VAR 8: Type 5126, 'flame_frame_y'
- GLSL ACTIVE UNIFORM VAR 9: Type 5126, 'flame_intensity'
- GLSL ACTIVE UNIFORM VAR 10: Type 5126, 'flame_timer'
- GLSL ACTIVE UNIFORM VAR 11: Type 5126, 'flame_x'
- GLSL ACTIVE UNIFORM VAR 12: Type 5126, 'flame_y'
- GLSL ACTIVE UNIFORM VAR 13: Type 5126, 'index'
- GLSL ACTIVE UNIFORM VAR 14: Type 5126, 'ring_timer'
- GLSL ACTIVE UNIFORM VAR 15: Type 5126, 'ring_x'
- GLSL ACTIVE UNIFORM VAR 16: Type 5126, 'ring_y'
- GLSL ACTIVE UNIFORM VAR 17: Type 5126, 'ripple_size'
- GLSL ACTIVE UNIFORM VAR 18: Type 5126, 'ripple_timer'
- GLSL ACTIVE UNIFORM VAR 19: Type 5126, 'ripple_x'
- GLSL ACTIVE UNIFORM VAR 20: Type 5126, 'ripple_y'
- GLSL ACTIVE UNIFORM VAR 21: Type 5126, 'scaleX'
- GLSL ACTIVE UNIFORM VAR 22: Type 5126, 'scaleY'
- GLSL ACTIVE UNIFORM VAR 23: Type 5126, 'swirl_timer'
- GLSL ACTIVE UNIFORM VAR 24: Type 5126, 'swirl_x'
- GLSL ACTIVE UNIFORM VAR 25: Type 5126, 'swirl_y'
- GLSL ACTIVE UNIFORM VAR 26: Type 5126, 'teleport_timer'
- GLSL ACTIVE UNIFORM VAR 27: Type 5126, 'teleport_x'
- GLSL ACTIVE UNIFORM VAR 28: Type 5126, 'teleport_y'
- GLSL ACTIVE UNIFORM VAR 29: Type 35676, 'gl_ModelViewProjectionMatrixTranspose'
- GLSL Vert Source
- 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;}}
- GLSL Frag Source
- 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;}
- GLSL
- INIT TEXTURE VARIABLES FOR program2
- FBO: ALL is well with ARB Frame Buffer Object.
- FBO: ALL is well with ARB Frame Buffer Object.
- FBO: ALL is well with ARB Frame Buffer Object.
- FBO: ALL is well with ARB Frame Buffer Object.
- INPUT: 0 controller(s) were found...
- WAIT_TIME_DELAY 10.2
- 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
- GLSL GL_INVALID_VALUE
- GLSL UNKNOWN
- GLSL NUM ATTACHED SHADERS: 0
- GLSL PROGRAM LOG LENGTH: 1
- GLSL NUM ATTACHED SHADERS: 0
- GLSL PROGRAM LOG LENGTH: 1
- Current Time: Sun Aug 02 23:32:51 2015
- FIT_TO_SCREEN: 1
- FULLSCREEN: 1
- SCREEN_X: 1920
- SCREEN_Y: 1080
- VSYNCH_FLAG: 1
- SHADER_FLAG: 2
- DRAW_PAPER_TEXTURE: 1
- DO_RUMBLE: 1
- SOUND_FLAG: 1
- PARALLAX_FLAG: 1
- MAX_TEXTURE_SIZE: 4096
- RESTART_WARNING_FLAG: 1
- SND_MUSIC_VOL: 1.000000
- SND_SFX_VOL: 1.000000
- IN_GP_MOVE: 0
- IN_GP_CAM: 1
- IN_GP_ATTACK: 2
- IN_GP_JUMP: 3
- IN_KB_M_UP: 7
- IN_KB_M_DN: 8
- IN_KB_M_LF: 9
- IN_KB_M_RT: 10
- IN_KB_ATTACK: 12
- IN_KB_JUMP: 13
- IN_KB_C_UP: 14
- IN_KB_C_DN: 15
- IN_KB_C_LF: 16
- IN_KB_C_RT: 17
- JOYSTICK_DEADZONE: 0.450000
- LEFT_STICK_X_AXIS: 0
- LEFT_STICK_Y_AXIS: 1
- RIGHT_STICK_X_AXIS: 2
- RIGHT_STICK_Y_AXIS: 3
- JOYSTICK_PAUSE_BUTTON: 8
- WAIT_TIME_DELAY: 62
- FORCE_30FPS: 0
- Current DisplayMode: 0 370546692 1920 X 1080 60
- DisplayMode: 0 370546692 1920 X 1080 60
- DisplayMode: 6 370546692 1768 X 992 30
- DisplayMode: 8 370546692 1680 X 1050 60
- DisplayMode: 14 370546692 1600 X 1024 60
- DisplayMode: 20 370546692 1600 X 900 60
- DisplayMode: 26 370546692 1366 X 768 60
- DisplayMode: 32 370546692 1360 X 768 60
- DisplayMode: 38 370546692 1280 X 1024 60
- DisplayMode: 44 370546692 1280 X 960 60
- DisplayMode: 50 370546692 1280 X 800 60
- DisplayMode: 56 370546692 1280 X 768 60
- DisplayMode: 62 370546692 1280 X 720 60
- DisplayMode: 68 370546692 1176 X 664 60
- DisplayMode: 70 370546692 1152 X 864 60
- DisplayMode: 76 370546692 1024 X 768 60
- DisplayMode: 82 370546692 800 X 600 60
- DisplayMode: 88 370546692 720 X 576 60
- DisplayMode: 94 370546692 720 X 480 60
- DisplayMode: 100 370546692 640 X 480 60
- GL_VENDOR NVIDIA Corporation
- GL_RENDERER GeForce GTX 750/PCIe/SSE2
- GL_VERSION 4.5.0 NVIDIA 347.88
- 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
- GLSL
- PROGRAM1
- GLSL NOTE: shader program NOT DELETED
- GLSL NOTE: shader program LINKED
- GLSL PROGRAM LOG LENGTH: 1
- GLSL NUM ATTACHED SHADERS: 2
- GLSL NUM ACTIVE ATTRIBUTES: 2
- GLSL NUM ACTIVE UNIFORM VARIABLES: 28
- GLSL ACTIVE UNIFORM VAR 0: Type 35678, 'FlameTexture'
- GLSL ACTIVE UNIFORM VAR 1: Type 5126, 'OverlayTimer'
- GLSL ACTIVE UNIFORM VAR 2: Type 35678, 'RenderTexture'
- GLSL ACTIVE UNIFORM VAR 3: Type 5126, 'explosion_timer'
- GLSL ACTIVE UNIFORM VAR 4: Type 5126, 'explosion_x'
- GLSL ACTIVE UNIFORM VAR 5: Type 5126, 'explosion_y'
- GLSL ACTIVE UNIFORM VAR 6: Type 5126, 'flame_frame_x'
- GLSL ACTIVE UNIFORM VAR 7: Type 5126, 'flame_frame_y'
- GLSL ACTIVE UNIFORM VAR 8: Type 5126, 'flame_intensity'
- GLSL ACTIVE UNIFORM VAR 9: Type 5126, 'flame_timer'
- GLSL ACTIVE UNIFORM VAR 10: Type 5126, 'flame_x'
- GLSL ACTIVE UNIFORM VAR 11: Type 5126, 'flame_y'
- GLSL ACTIVE UNIFORM VAR 12: Type 5126, 'ring_timer'
- GLSL ACTIVE UNIFORM VAR 13: Type 5126, 'ring_x'
- GLSL ACTIVE UNIFORM VAR 14: Type 5126, 'ring_y'
- GLSL ACTIVE UNIFORM VAR 15: Type 5126, 'ripple_size'
- GLSL ACTIVE UNIFORM VAR 16: Type 5126, 'ripple_timer'
- GLSL ACTIVE UNIFORM VAR 17: Type 5126, 'ripple_x'
- GLSL ACTIVE UNIFORM VAR 18: Type 5126, 'ripple_y'
- GLSL ACTIVE UNIFORM VAR 19: Type 5126, 'scaleX'
- GLSL ACTIVE UNIFORM VAR 20: Type 5126, 'scaleY'
- GLSL ACTIVE UNIFORM VAR 21: Type 5126, 'swirl_timer'
- GLSL ACTIVE UNIFORM VAR 22: Type 5126, 'swirl_x'
- GLSL ACTIVE UNIFORM VAR 23: Type 5126, 'swirl_y'
- GLSL ACTIVE UNIFORM VAR 24: Type 5126, 'teleport_timer'
- GLSL ACTIVE UNIFORM VAR 25: Type 5126, 'teleport_x'
- GLSL ACTIVE UNIFORM VAR 26: Type 5126, 'teleport_y'
- GLSL ACTIVE UNIFORM VAR 27: Type 35676, 'gl_ModelViewProjectionMatrixTranspose'
- GLSL Vert Source
- varying vec2 Pos;void main(){gl_TexCoord[0] = gl_MultiTexCoord0;gl_Position = ftransform();Pos = (gl_Position.xy + vec2(1.0, 1.0)) * 0.5;}
- GLSL Frag Source
- 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;}
- GLSL
- INIT TEXTURE VARIABLES FOR program1
- GLSL
- PROGRAM2
- GLSL NOTE: shader program NOT DELETED
- GLSL NOTE: shader program LINKED
- GLSL PROGRAM LOG LENGTH: 1
- GLSL NUM ATTACHED SHADERS: 2
- GLSL NUM ACTIVE ATTRIBUTES: 2
- GLSL NUM ACTIVE UNIFORM VARIABLES: 30
- GLSL ACTIVE UNIFORM VAR 0: Type 35678, 'FlameTexture'
- GLSL ACTIVE UNIFORM VAR 1: Type 35678, 'OverlayTexture'
- GLSL ACTIVE UNIFORM VAR 2: Type 5126, 'OverlayTimer'
- GLSL ACTIVE UNIFORM VAR 3: Type 35678, 'RenderTexture'
- GLSL ACTIVE UNIFORM VAR 4: Type 5126, 'explosion_timer'
- GLSL ACTIVE UNIFORM VAR 5: Type 5126, 'explosion_x'
- GLSL ACTIVE UNIFORM VAR 6: Type 5126, 'explosion_y'
- GLSL ACTIVE UNIFORM VAR 7: Type 5126, 'flame_frame_x'
- GLSL ACTIVE UNIFORM VAR 8: Type 5126, 'flame_frame_y'
- GLSL ACTIVE UNIFORM VAR 9: Type 5126, 'flame_intensity'
- GLSL ACTIVE UNIFORM VAR 10: Type 5126, 'flame_timer'
- GLSL ACTIVE UNIFORM VAR 11: Type 5126, 'flame_x'
- GLSL ACTIVE UNIFORM VAR 12: Type 5126, 'flame_y'
- GLSL ACTIVE UNIFORM VAR 13: Type 5126, 'index'
- GLSL ACTIVE UNIFORM VAR 14: Type 5126, 'ring_timer'
- GLSL ACTIVE UNIFORM VAR 15: Type 5126, 'ring_x'
- GLSL ACTIVE UNIFORM VAR 16: Type 5126, 'ring_y'
- GLSL ACTIVE UNIFORM VAR 17: Type 5126, 'ripple_size'
- GLSL ACTIVE UNIFORM VAR 18: Type 5126, 'ripple_timer'
- GLSL ACTIVE UNIFORM VAR 19: Type 5126, 'ripple_x'
- GLSL ACTIVE UNIFORM VAR 20: Type 5126, 'ripple_y'
- GLSL ACTIVE UNIFORM VAR 21: Type 5126, 'scaleX'
- GLSL ACTIVE UNIFORM VAR 22: Type 5126, 'scaleY'
- GLSL ACTIVE UNIFORM VAR 23: Type 5126, 'swirl_timer'
- GLSL ACTIVE UNIFORM VAR 24: Type 5126, 'swirl_x'
- GLSL ACTIVE UNIFORM VAR 25: Type 5126, 'swirl_y'
- GLSL ACTIVE UNIFORM VAR 26: Type 5126, 'teleport_timer'
- GLSL ACTIVE UNIFORM VAR 27: Type 5126, 'teleport_x'
- GLSL ACTIVE UNIFORM VAR 28: Type 5126, 'teleport_y'
- GLSL ACTIVE UNIFORM VAR 29: Type 35676, 'gl_ModelViewProjectionMatrixTranspose'
- GLSL Vert Source
- 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;}}
- GLSL Frag Source
- 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;}
- GLSL
- INIT TEXTURE VARIABLES FOR program2
- FBO: ALL is well with ARB Frame Buffer Object.
- FBO: ALL is well with ARB Frame Buffer Object.
- FBO: ALL is well with ARB Frame Buffer Object.
- FBO: ALL is well with ARB Frame Buffer Object.
- INPUT: 1 controller(s) were found...
- GAMECONTROLLER Name: X360 Controller
- GC num of Axis: 6
- GC num of Balls: 0
- GC num of Hats: 0
- GC num of Buttons: 15
- INPUT: No haptics for device.
- WAIT_TIME_DELAY 10.2
- 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
- GLSL GL_INVALID_VALUE
- GLSL UNKNOWN
- GLSL NUM ATTACHED SHADERS: 0
- GLSL PROGRAM LOG LENGTH: 1
- GLSL NUM ATTACHED SHADERS: 0
- GLSL PROGRAM LOG LENGTH: 1
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