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TF2 Console 2

Dec 9th, 2012
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  1. Compile of "vertexlit_and_unlit_generic_ps20b" Failed:
  2. //GLSLfp
  3. #version 130
  4. varying vec4 oT0;
  5. varying vec4 oT2;
  6. varying vec4 oT6;
  7. varying vec4 oT7;
  8. //SAMPLERMASK-1
  9. //SAMPLERTYPES-fffffffc
  10. //HIGHWATER-31
  11.  
  12. uniform vec4 pc[31];
  13.  
  14. uniform sampler2D sampler0;
  15.  
  16.  
  17.  
  18. void main()
  19. {
  20. // trans#0 label:ps-file vertexlit_and_unlit_generic_ps20b ps-index 2580864 ps-combo 0
  21. vec4 pd0 = vec4( -2.0, 3.0, 1.0, 0.0 );
  22. vec4 r0;
  23. vec4 r1;
  24. vec4 r2;
  25. vec4 r3;
  26. r0.xy = oT0.xy + pc[5].xy;
  27. r1 = texture2D( sampler0, r0.xy );
  28. r0 = texture2D( sampler0, oT0.xy );
  29. r1.w = r1.w + -pc[5].z;
  30. r2.w = -pc[5].z + pc[5].w;
  31. r2.w = 1.0 / r2.w;
  32. r2.w = r1.w * r2.w;
  33. r2.w = clamp( r2.w, 0.0, 1.0 );
  34. r1.w = r2.w * pd0.x + pd0.y;
  35. r2.w = r2.w * r2.w;
  36. r1.w = r1.w * r2.w;
  37. r2.w = -pc[7].y + pc[7].x;
  38. r3.w = 1.0 / r2.w;
  39. r2.w = r0.w + -pc[7].y;
  40. r3.w = r3.w * r2.w;
  41. r3.w = clamp( r3.w, 0.0, 1.0 );
  42. r2.w = r3.w * pd0.x + pd0.y;
  43. r3.w = r3.w * r3.w;
  44. r2.w = r2.w * r3.w;
  45. r0.w = r0.w * r2.w;
  46. r0 = pc[6] * -r1.wwww + r0;
  47. r0 = r2.wwww * r0;
  48. r0 = pc[6] * r1.wwww + r0;
  49. r3.w = r0.w * pc[1].w;
  50. r0.w = pc[12].x;
  51. r1.w = r0.w * pc[21].y + -oT7.z;
  52. r0.w = r0.w * pc[20].z + -oT7.z;
  53. r2.w = 1.0 / r0.w;
  54. r1.w = r1.w * r2.w;
  55. r1.w = ( r0.w >= 0.0 ) ? pd0.z : r1.w;
  56. r0.w = oT6.z * pc[21].w;
  57. r0.w = r0.w * r1.w + -pc[21].x;
  58. r2.w = min( r0.w, pc[21].z );
  59. r2.w = clamp( r2.w, 0.0, 1.0 );
  60. r0.w = r2.w * -r2.w + r2.w;
  61. r0.w = r0.w * pc[12].x;
  62. r0.w = r2.w * r2.w + r0.w;
  63. r0.xyz = r0.xyz * pc[1].xyz;
  64. r1.w = r3.w * oT2.w + -r3.w;
  65. r0.xyz = r0.xyz * oT2.xyz;
  66. r3.w = pc[12].w * r1.w + r3.w;
  67. r1.w = pc[30].x;
  68. r1.xyz = r0.xyz * -r1.www + pc[29].xyz;
  69. r1.w = pc[12].z * ( r2.w - r3.w ) + r3.w;
  70. r1.xyz = r0.www * r1.xyz;
  71. r0.w = oT6.z * pc[29].w + -r1.w;
  72. r0.xyz = r0.xyz * pc[30].xxx + r1.xyz;
  73. r0.w = pc[12].y * r0.w + r1.w;
  74. gl_FragData[0] = r0;
  75.  
  76. }
  77.  
  78.  
  79. Compile of "shadowmodel_vs20" Failed:
  80. //GLSLvp
  81. #version 130
  82. //ATTRIBMAP-00-30-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx
  83. attribute vec4 v0; // 80000000 900f0000
  84. attribute vec4 v1; // 80000003 900f0001
  85. //SAMPLERMASK-0
  86. //SAMPLERTYPES-ffffffff
  87. //HIGHWATER-54
  88. //HIGHWATERBONE-3
  89.  
  90. uniform vec4 vc[54];
  91.  
  92. uniform vec4 vcbones[3];
  93.  
  94. uniform vec4 vcscreen;
  95.  
  96. varying vec4 oT0;
  97. varying vec4 oT1;
  98. varying vec4 oT2;
  99. varying vec4 oT3;
  100.  
  101. void main()
  102. {
  103. // trans#0 label:vs-file shadowmodel_vs20 vs-index 0 vs-combo 0
  104. vec4 r0;
  105. vec4 r1;
  106. vec4 vTempPos;
  107. r0.w = vc[0].y;
  108. r0.x = dot( v0.xyzw, vcbones[0].xyzw );
  109. r0.y = dot( v0.xyzw, vcbones[1].xyzw );
  110. r0.z = dot( v0.xyzw, vcbones[2].xyzw );
  111. vTempPos.x = dot( r0.xyzw, vc[8].xyzw );
  112. vTempPos.y = dot( r0.xyzw, vc[9].xyzw );
  113. r1.z = dot( r0.xyzw, vc[10].xyzw );
  114. r1.w = dot( r0.xyzw, vc[11].xyzw );
  115. r0.w = -r1.z * vc[16].w + vc[16].x;
  116. vTempPos.zw = r1.zw;
  117. gl_FogFragCoord = max( r0.w, vc[16].z );
  118. r1.x = dot( r0.xyz, vc[48].xyz );
  119. r1.y = dot( r0.xyz, vc[49].xyz );
  120. r1.z = dot( r0.xyz, vc[50].xyz );
  121. r0.xyz = vc[52].xyz;
  122. oT0.xyz = r1.xyz * r0.xyz + vc[51].xyz;
  123. oT2.xy = -r1.xy + vc[0].yy;
  124. oT1.xyz = r1.xyz;
  125. r0.w = r1.z + -vc[53].x;
  126. r0.z = vc[0].y;
  127. oT2.z = r0.w * -vc[53].y + r0.z;
  128. r0.x = dot( v1.xyz, vcbones[0].xyz );
  129. r0.y = dot( v1.xyz, vcbones[1].xyz );
  130. r0.z = dot( v1.xyz, vcbones[2].xyz );
  131. r0.w = r0.w * vc[53].y;
  132. oT3.x = dot( r0.xyz, -vc[50].xyz );
  133. gl_FrontColor.w = r0.w * vc[53].z;
  134. gl_FrontColor.xyz = vc[47].xyz;
  135. gl_ClipVertex = vTempPos;
  136. vTempPos.z = vTempPos.z * vc[0].z - vTempPos.w; // z' = (2*z)-w
  137. vTempPos.y = -vTempPos.y; // y' = -y
  138. vTempPos.xy += vcscreen.xy * vTempPos.w;
  139. gl_Position = vTempPos;
  140.  
  141. }
  142.  
  143.  
  144. Compile of "shadowmodel_vs20" Failed:
  145. //GLSLvp
  146. #version 130
  147. //ATTRIBMAP-00-30-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx
  148. attribute vec4 v0; // 80000000 900f0000
  149. attribute vec4 v1; // 80000003 900f0001
  150. //SAMPLERMASK-0
  151. //SAMPLERTYPES-ffffffff
  152. //HIGHWATER-54
  153. //HIGHWATERBONE-3
  154.  
  155. uniform vec4 vc[54];
  156.  
  157. uniform vec4 vcbones[3];
  158.  
  159. uniform vec4 vcscreen;
  160.  
  161. varying vec4 oT0;
  162. varying vec4 oT1;
  163. varying vec4 oT2;
  164. varying vec4 oT3;
  165.  
  166. void main()
  167. {
  168. // trans#0 label:vs-file shadowmodel_vs20 vs-index 0 vs-combo 1
  169. vec4 r0;
  170. vec4 r1;
  171. vec4 r2;
  172. vec4 vTempPos;
  173. r0.w = vc[0].y;
  174. r0.x = dot( v0.xyzw, vcbones[0].xyzw );
  175. r0.y = dot( v0.xyzw, vcbones[1].xyzw );
  176. r0.z = dot( v0.xyzw, vcbones[2].xyzw );
  177. vTempPos.x = dot( r0.xyzw, vc[8].xyzw );
  178. vTempPos.y = dot( r0.xyzw, vc[9].xyzw );
  179. r1.xy = -r0.zz + vc[2].wz;
  180. r1.w = max( r1.x, vc[0].x );
  181. r2.w = 1.0 / r1.y;
  182. r2.w = r1.w * r2.w;
  183. r1.z = dot( r0.xyzw, vc[10].xyzw );
  184. r1.w = dot( r0.xyzw, vc[11].xyzw );
  185. r0.w = r2.w * r1.z;
  186. vTempPos.zw = r1.zw;
  187. r0.w = -r0.w * vc[16].w + vc[16].y;
  188. gl_FogFragCoord = max( r0.w, vc[16].z );
  189. r1.x = dot( r0.xyz, vc[48].xyz );
  190. r1.y = dot( r0.xyz, vc[49].xyz );
  191. r1.z = dot( r0.xyz, vc[50].xyz );
  192. r0.xyz = vc[52].xyz;
  193. oT0.xyz = r1.xyz * r0.xyz + vc[51].xyz;
  194. oT2.xy = -r1.xy + vc[0].yy;
  195. oT1.xyz = r1.xyz;
  196. r0.w = r1.z + -vc[53].x;
  197. r0.z = vc[0].y;
  198. oT2.z = r0.w * -vc[53].y + r0.z;
  199. r0.x = dot( v1.xyz, vcbones[0].xyz );
  200. r0.y = dot( v1.xyz, vcbones[1].xyz );
  201. r0.z = dot( v1.xyz, vcbones[2].xyz );
  202. r0.w = r0.w * vc[53].y;
  203. oT3.x = dot( r0.xyz, -vc[50].xyz );
  204. gl_FrontColor.w = r0.w * vc[53].z;
  205. gl_FrontColor.xyz = vc[47].xyz;
  206. gl_ClipVertex = vTempPos;
  207. vTempPos.z = vTempPos.z * vc[0].z - vTempPos.w; // z' = (2*z)-w
  208. vTempPos.y = -vTempPos.y; // y' = -y
  209. vTempPos.xy += vcscreen.xy * vTempPos.w;
  210. gl_Position = vTempPos;
  211.  
  212. }
  213.  
  214.  
  215. Compile of "shadowmodel_vs20" Failed:
  216. //GLSLvp
  217. #version 130
  218. //ATTRIBMAP-00-30-10-20-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx
  219. attribute vec4 v0; // 80000000 900f0000
  220. attribute vec4 v1; // 80000003 900f0001
  221. attribute vec4 v2; // 80000001 900f0002
  222. attribute vec4 v3; // 80000002 900f0003
  223. //SAMPLERMASK-0
  224. //SAMPLERTYPES-ffffffff
  225. //HIGHWATER-54
  226. //HIGHWATERBONE-161
  227.  
  228. uniform vec4 vc[54];
  229.  
  230. uniform vec4 vcbones[161];
  231.  
  232. uniform vec4 vcscreen;
  233.  
  234. varying vec4 oT0;
  235. varying vec4 oT1;
  236. varying vec4 oT2;
  237. varying vec4 oT3;
  238.  
  239. void main()
  240. {
  241. // trans#0 label:vs-file shadowmodel_vs20 vs-index 0 vs-combo 2
  242. vec4 vd1 = vec4( 765.005859375, 0.0, 0.0, 0.0 );
  243. vec4 va_r;
  244. vec4 r0;
  245. vec4 r1;
  246. vec4 r2;
  247. vec4 r3;
  248. vec4 vTempPos;
  249. r0.xyz = v3.zyx * vd1.xxx;
  250. va_r.xyz = r0.xyz;
  251. r1.w = v2.y + v2.x;
  252. r0 = v2.yyyy * vcbones[int(va_r.y) + 0];
  253. r3.w = -r1.w + vc[0].y;
  254. r0 = vcbones[int(va_r.x) + 0] * v2.xxxx + r0;
  255. r2 = vcbones[int(va_r.z) + 0] * r3.wwww + r0;
  256. r0.x = dot( v0.xyzw, r2.xyzw );
  257. r1 = v2.yyyy * vcbones[int(va_r.y) + 1];
  258. r3.x = dot( v1.xyz, r2.xyz );
  259. r1 = vcbones[int(va_r.x) + 1] * v2.xxxx + r1;
  260. r2 = vcbones[int(va_r.z) + 1] * r3.wwww + r1;
  261. r1 = v2.yyyy * vcbones[int(va_r.y) + 2];
  262. r0.y = dot( v0.xyzw, r2.xyzw );
  263. r1 = vcbones[int(va_r.x) + 2] * v2.xxxx + r1;
  264. r3.y = dot( v1.xyz, r2.xyz );
  265. r1 = vcbones[int(va_r.z) + 2] * r3.wwww + r1;
  266. r0.z = dot( v0.xyzw, r1.xyzw );
  267. r0.w = vc[0].y;
  268. r3.z = dot( v1.xyz, r1.xyz );
  269. vTempPos.x = dot( r0.xyzw, vc[8].xyzw );
  270. vTempPos.y = dot( r0.xyzw, vc[9].xyzw );
  271. r1.z = dot( r0.xyzw, vc[10].xyzw );
  272. r1.w = dot( r0.xyzw, vc[11].xyzw );
  273. r0.w = -r1.z * vc[16].w + vc[16].x;
  274. vTempPos.zw = r1.zw;
  275. r1.x = dot( r0.xyz, vc[48].xyz );
  276. r1.y = dot( r0.xyz, vc[49].xyz );
  277. r1.z = dot( r0.xyz, vc[50].xyz );
  278. gl_FogFragCoord = max( r0.w, vc[16].z );
  279. r0.xyz = vc[52].xyz;
  280. oT0.xyz = r1.xyz * r0.xyz + vc[51].xyz;
  281. oT2.xy = -r1.xy + vc[0].yy;
  282. r0.w = r1.z + -vc[53].x;
  283. oT1.xyz = r1.xyz;
  284. r0.z = vc[0].y;
  285. oT2.z = r0.w * -vc[53].y + r0.z;
  286. r0.w = r0.w * vc[53].y;
  287. oT3.x = dot( r3.xyz, -vc[50].xyz );
  288. gl_FrontColor.w = r0.w * vc[53].z;
  289. gl_FrontColor.xyz = vc[47].xyz;
  290. gl_ClipVertex = vTempPos;
  291. vTempPos.z = vTempPos.z * vc[0].z - vTempPos.w; // z' = (2*z)-w
  292. vTempPos.y = -vTempPos.y; // y' = -y
  293. vTempPos.xy += vcscreen.xy * vTempPos.w;
  294. gl_Position = vTempPos;
  295.  
  296. }
  297.  
  298.  
  299. Compile of "shadowmodel_vs20" Failed:
  300. //GLSLvp
  301. #version 130
  302. //ATTRIBMAP-00-30-10-20-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx
  303. attribute vec4 v0; // 80000000 900f0000
  304. attribute vec4 v1; // 80000003 900f0001
  305. attribute vec4 v2; // 80000001 900f0002
  306. attribute vec4 v3; // 80000002 900f0003
  307. //SAMPLERMASK-0
  308. //SAMPLERTYPES-ffffffff
  309. //HIGHWATER-54
  310. //HIGHWATERBONE-161
  311.  
  312. uniform vec4 vc[54];
  313.  
  314. uniform vec4 vcbones[161];
  315.  
  316. uniform vec4 vcscreen;
  317.  
  318. varying vec4 oT0;
  319. varying vec4 oT1;
  320. varying vec4 oT2;
  321. varying vec4 oT3;
  322.  
  323. void main()
  324. {
  325. // trans#0 label:vs-file shadowmodel_vs20 vs-index 0 vs-combo 3
  326. vec4 vd1 = vec4( 765.005859375, 0.0, 0.0, 0.0 );
  327. vec4 va_r;
  328. vec4 r0;
  329. vec4 r1;
  330. vec4 r2;
  331. vec4 r3;
  332. vec4 vTempPos;
  333. r0.xyz = v3.zyx * vd1.xxx;
  334. va_r.xyz = r0.xyz;
  335. r1.w = v2.y + v2.x;
  336. r0 = v2.yyyy * vcbones[int(va_r.y) + 0];
  337. r3.w = -r1.w + vc[0].y;
  338. r0 = vcbones[int(va_r.x) + 0] * v2.xxxx + r0;
  339. r1 = vcbones[int(va_r.z) + 0] * r3.wwww + r0;
  340. r0.x = dot( v0.xyzw, r1.xyzw );
  341. r3.x = dot( v1.xyz, r1.xyz );
  342. r1 = v2.yyyy * vcbones[int(va_r.y) + 1];
  343. r2 = vcbones[int(va_r.x) + 1] * v2.xxxx + r1;
  344. r1 = v2.yyyy * vcbones[int(va_r.y) + 2];
  345. r2 = vcbones[int(va_r.z) + 1] * r3.wwww + r2;
  346. r1 = vcbones[int(va_r.x) + 2] * v2.xxxx + r1;
  347. r0.y = dot( v0.xyzw, r2.xyzw );
  348. r1 = vcbones[int(va_r.z) + 2] * r3.wwww + r1;
  349. r3.y = dot( v1.xyz, r2.xyz );
  350. r0.z = dot( v0.xyzw, r1.xyzw );
  351. r3.z = dot( v1.xyz, r1.xyz );
  352. r0.w = vc[0].y;
  353. vTempPos.x = dot( r0.xyzw, vc[8].xyzw );
  354. r1.xy = -r0.zz + vc[2].wz;
  355. r1.w = max( r1.x, vc[0].x );
  356. r2.w = 1.0 / r1.y;
  357. vTempPos.y = dot( r0.xyzw, vc[9].xyzw );
  358. r2.w = r1.w * r2.w;
  359. r1.z = dot( r0.xyzw, vc[10].xyzw );
  360. r1.w = dot( r0.xyzw, vc[11].xyzw );
  361. r0.w = r2.w * r1.z;
  362. vTempPos.zw = r1.zw;
  363. r0.w = -r0.w * vc[16].w + vc[16].y;
  364. r1.x = dot( r0.xyz, vc[48].xyz );
  365. r1.y = dot( r0.xyz, vc[49].xyz );
  366. r1.z = dot( r0.xyz, vc[50].xyz );
  367. gl_FogFragCoord = max( r0.w, vc[16].z );
  368. r0.xyz = vc[52].xyz;
  369. oT0.xyz = r1.xyz * r0.xyz + vc[51].xyz;
  370. oT2.xy = -r1.xy + vc[0].yy;
  371. r0.w = r1.z + -vc[53].x;
  372. oT1.xyz = r1.xyz;
  373. r0.z = vc[0].y;
  374. oT2.z = r0.w * -vc[53].y + r0.z;
  375. r0.w = r0.w * vc[53].y;
  376. oT3.x = dot( r3.xyz, -vc[50].xyz );
  377. gl_FrontColor.w = r0.w * vc[53].z;
  378. gl_FrontColor.xyz = vc[47].xyz;
  379. gl_ClipVertex = vTempPos;
  380. vTempPos.z = vTempPos.z * vc[0].z - vTempPos.w; // z' = (2*z)-w
  381. vTempPos.y = -vTempPos.y; // y' = -y
  382. vTempPos.xy += vcscreen.xy * vTempPos.w;
  383. gl_Position = vTempPos;
  384.  
  385. }
  386.  
  387.  
  388. Compile of "shadowmodel_ps20" Failed:
  389. //GLSLfp
  390. #version 130
  391. varying vec4 oT0;
  392. varying vec4 oT1;
  393. varying vec4 oT2;
  394. varying vec4 oT3;
  395. //SAMPLERMASK-0
  396. //SAMPLERTYPES-ffffffff
  397. //HIGHWATER-1
  398.  
  399. uniform vec4 pc[1];
  400.  
  401.  
  402. void main()
  403. {
  404. // trans#0 label:ps-file shadowmodel_ps20 ps-index 0 ps-combo 0
  405. vec4 pd0 = vec4( -1.0, 1.0, 0.0, 0.0 );
  406. vec4 r0;
  407. vec4 r1;
  408. vec4 r2;
  409. r2.xyz = oT1.xyz;
  410. r2.w = oT1.z;
  411. r1.xyz = oT2.xyz;
  412. r1.w = oT2.z;
  413. r0 = oT3.xxxx;
  414. if ( r2.x < 0.0 || r2.y < 0.0 || r2.z < 0.0 )
  415. {
  416. discard;
  417. }
  418. if ( r1.x < 0.0 || r1.y < 0.0 || r1.z < 0.0 )
  419. {
  420. discard;
  421. }
  422. if ( r0.x < 0.0 || r0.y < 0.0 || r0.z < 0.0 )
  423. {
  424. discard;
  425. }
  426. r0.xyz = gl_Color.xyz + pd0.xxx;
  427. r0.xyz = oT0.www * r0.xyz + pd0.yyy;
  428. r0.w = pd0.y;
  429. gl_FragData[0] = r0;
  430.  
  431. }
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