Nothing entered.
[http://sourceforge.net/p/ufoai/patches/615 Item 615] imported from sourceforge.net tracker on 2013-01-28 20:46:59
No features were added, just bug fixes to things that may have caused problems to some people.
Commit Message:
------------
* Fixed bugs/warnings in ./base/shaders/
* Applied coding standards to shaders.
* Fixed bugs where the preprocessor directive "#extension GL_ARB_draw_buffers : enable" was not used when needed, or used when not needed (it is needed when gl_FragData is used).
* Fixed a bug in world_fs.glsl where given the right inputs, both gl_FragData and gl_FragColor would be written to (if gl_FragData is written to, gl_Frag Color should not be written to; the two outputs are mutually exclusive).
* Fixed in-game deprecated warnings/errors about the use of gl_Position, gl_FragData, gl_FragColor beyond GLSL 1.20.
------------
===== Comments Ported from Sourceforge =====
====== andrewusu (2011-06-13 02:39:40) ======
Patch.
====== tlh2000 (2011-06-13 05:57:47) ======
Applied to master - thanks
====== tlh2000 (2011-06-13 06:01:00) ======
567226daa0268a00adc8da27785f5c2c35e7e8d0
====== tlh2000 (2011-06-13 06:16:40) ======
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI MOBILITY RADEON X600
GL_VERSION: 2.1.7659 Release
GL_EXTENSIONS: GL_AMD_performance_monitor GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map 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_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_texture GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_control
found GL_ARB_multitexture
found GL_ARB_texture_compression
GL_ARB_texture_non_power_of_two not found
found GL_EXT_texture_filter_anisotropic
found GL_EXT_texture_lod_bias
found GL_ARB_vertex_buffer_object
found GL_ARB_fragment_shader
found GL_ARB_shading_language_100
GLSL version guaranteed to be supported by OpenGL implementation postfixed by vender supplied info: 1.20
found GL_###_framebuffer_object
using GL_ARB_framebuffer_object
max draw buffers: 4
max render buffer size: 2048
max color attachments: 4
found GL_###_draw_buffers
using GL_ARB_draw_buffers
GLSL version setting on startup: 1.10
max supported vertex texture units: 0
max supported lights: 8
max texture units: 8
max texture coords: 8
max vertex attributes: 16
max varying floats: 44
max fragment uniform components: 512
max vertex uniform components: 512
max texture size: detected 2048
Using low resolution globe textures as requested.
R_LoadShader: world_vs.glsl: Vertex shader was successfully compiled to run on hardware.
R_LoadShader: world_fs.glsl: Fragment shader was successfully compiled to run on hardware.
R_ProgramVariable: Could not find parameter ROUGHMAP in program world.
R_ProgramVariable: Could not find parameter SPECULARMAP in program world.
R_ProgramVariable: Could not find parameter HARDNESS in program world.
R_ProgramVariable: Could not find parameter SPECULAR in program world.
R_ProgramVariable: Could not find parameter BUMP in program world.
R_ProgramVariable: Could not find parameter PARALLAX in program world.
R_LoadProgram: 'world' loaded.
R_LoadShader: warp_vs.glsl: Vertex shader was successfully compiled to run on hardware.
R_LoadShader: warp_fs.glsl: Fragment shader was successfully compiled to run on hardware.
R_ProgramVariable: Could not find parameter OFFSET in program warp.
R_LoadProgram: 'warp' loaded.
R_LoadShader: geoscape_vs.glsl: Vertex shader was successfully compiled to run on hardware.
R_LoadShader: geoscape_fs.glsl: Fragment shader was successfully compiled to run on hardware.
R_ProgramVariable: Could not find parameter DEFAULTCOLOR in program geoscape.
R_ProgramVariable: Could not find parameter CITYLIGHTCOLOR in program geoscape.
R_LoadProgram: 'geoscape' loaded.
R_LoadShader: combine2_vs.glsl: Vertex shader was successfully compiled to run on hardware.
R_LoadShader: combine2_fs.glsl: Fragment shader was successfully compiled to run on hardware.
R_LoadProgram: 'combine2' loaded.
R_LoadShader: convolve3_vs.glsl: Vertex shader was successfully compiled to run on hardware.
R_LoadShader: convolve3_fs.glsl: Fragment shader was successfully compiled to run on hardware.
R_LoadProgram: 'convolve3' loaded.
R_LoadShader: atmosphere_vs.glsl: Vertex shader was successfully compiled to run on hardware.
R_LoadShader: atmosphere_fs.glsl: Fragment shader was successfully compiled to run on hardware.
WARNING: 0:21: extension 'GL_ARB_draw_buffers' is not supported
R_LoadProgram: 'atmosphere' loaded.
R_LoadShader: simple_glow_vs.glsl: Vertex shader was successfully compiled to run on hardware.
R_LoadShader: simple_glow_fs.glsl: Fragment shader was successfully compiled to run on hardware.
WARNING: 0:21: extension 'GL_ARB_draw_buffers' is not supported
R_LoadProgram: 'simple_glow' loaded.
====== tlh2000 (2011-06-13 06:17:59) ======
this is the output on my old notebook. it would be great to get 1.10 support back, too (this wasn't due to your patch)
====== mcr2010 (2011-06-13 09:36:01) ======
I have a completely black 3d world here...
no errors, nor useful info in ufoconsole.log
Using glsl 4.10, but tried 4.00 - still black.
Turned off shaders - everything works, graphics are back.
...and btw.: engine is muuuuch faster without shaders - 50+ frames all the time...
====== andrewusu (2011-06-13 10:33:10) ======
mcr2010, in the video options of UFO:AI could you try setting the GLSL version to 1.10 and 1.30? Currently the UFO:AI shaders are written to the GLSL 1.10 spec, if set to GLSL v1.50+, you should get error messages on startup (and warnings if using the UFO:AI DEBUG build). Aside from that, I wonder what in this patch caused your black3d world? ufoconsole.log would be helpful for diagnostics (e.g. knowing what GLSL spec your hardware supports is helpful).
Thank you tlh2000, that output is very helpful. 1) I had noticed many parameters were not being sent to the GLSL programs in r_program.c; but hadn't gotten to fixing that yet. 2) I'll take a look into those "WARNING: 0:21: extension 'GL_ARB_draw_buffers' is not supported" messages.
====== mcr2010 (2011-06-13 11:08:01) ======
Attached is ufoconsole.log with glsl v1.30:
------- video initialization -------
2011/06/13 13:03:14 SDL version: 1.2.14
2011/06/13 13:03:14 I: desktop depth: 32bpp
2011/06/13 13:03:14 I: video memory: 0
2011/06/13 13:03:14 I: Available resolutions: 1920x1200 1920x1080 1680x1050 1600x1200 1600x900 1440x900 1400x1050 1366x768 1360x1024 1360x768 1280x1024 1280x960 1280x800 1280x768 1280x720 1024x768 800x600 720x576 720x480 640x480 (20)
2011/06/13 13:03:14 I: video driver: windib
2011/06/13 13:03:14 I: setting mode 0
2011/06/13 13:03:14 I: set multisample buffers to 4
2011/06/13 13:03:14 I: set swap control to 0
2011/06/13 13:03:14 I: 1920x1200 (fullscreen: yes)
2011/06/13 13:03:14 I: got 8 bits of stencil
2011/06/13 13:03:14 I: got 24 bits of depth buffer
2011/06/13 13:03:14 I: got double buffer
2011/06/13 13:03:14 I: got 8 bits for red
2011/06/13 13:03:14 I: got 8 bits for green
2011/06/13 13:03:14 I: got 8 bits for blue
2011/06/13 13:03:14 I: got 8 bits for alpha
2011/06/13 13:03:14 I: got 4 multisample buffers
GL_VENDOR: ATI Technologies Inc.2011/06/13 13:03:14
GL_RENDERER: ATI Radeon HD 5700 Series2011/06/13 13:03:14
GL_VERSION: 4.1.10750 Compatibility Profile Context2011/06/13 13:03:14
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 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_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 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_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once 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_copy_buffer GL_EXT_copy_texture 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_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram 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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc 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_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropicGL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control2011/06/13 13:03:14
2011/06/13 13:03:14 found GL_ARB_multitexture
2011/06/13 13:03:14 found GL_ARB_texture_compression
2011/06/13 13:03:14 found GL_ARB_texture_non_power_of_two
2011/06/13 13:03:14 using GL_ARB_texture_non_power_of_two
2011/06/13 13:03:14 found GL_EXT_texture_filter_anisotropic
2011/06/13 13:03:14 found GL_EXT_texture_lod_bias
2011/06/13 13:03:14 found GL_ARB_vertex_buffer_object
2011/06/13 13:03:14 found GL_ARB_fragment_shader
2011/06/13 13:03:14 found GL_ARB_shading_language_100
2011/06/13 13:03:14 GLSL version guaranteed to be supported by OpenGL implementation postfixed by vender supplied info: 4.10
2011/06/13 13:03:14 found GL_###_framebuffer_object
2011/06/13 13:03:14 using GL_ARB_framebuffer_object
2011/06/13 13:03:14 max draw buffers: 8
2011/06/13 13:03:14 max render buffer size: 16384
2011/06/13 13:03:14 max color attachments: 8
2011/06/13 13:03:14 found GL_###_draw_buffers
2011/06/13 13:03:14 using GL_ARB_draw_buffers
2011/06/13 13:03:14 GLSL version setting on startup: 1.30
2011/06/13 13:03:14 max supported vertex texture units: 16
2011/06/13 13:03:14 max supported lights: 8
2011/06/13 13:03:14 max texture units: 8
2011/06/13 13:03:14 max texture coords: 16
2011/06/13 13:03:14 max vertex attributes: 29
2011/06/13 13:03:14 max varying floats: 128
2011/06/13 13:03:14 max fragment uniform components: 16384
2011/06/13 13:03:14 max vertex uniform components: 16384
2011/06/13 13:03:14 max texture size: detected 16384
2011/06/13 13:03:14 ...but using 8192 as requested
2011/06/13 13:03:14 Warning: high resolution globe textures requested, but could not be found; falling back to medium resolution globe textures.
2011/06/13 13:03:14 R_LoadShader: world_vs.glsl: Vertex shader was successfully compiled to run on hardware.
WARNING: 0:42: warning(#375) Redeclare built-in name gl_Position
2011/06/13 13:03:14 R_LoadShader: world_fs.glsl: Fragment shader was successfully compiled to run on hardware.
WARNING: 0:46: warning(#375) Redeclare built-in name gl_FragColor
WARNING: 0:316: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
WARNING: 0:328: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
WARNING: 0:331: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
WARNING: 0:341: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
WARNING: 0:384: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
WARNING: 0:389: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
WARNING: 0:393: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
WARNING: 0:403: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
2011/06/13 13:03:14 R_ProgramVariable: Could not find parameter SAMPLER0 in program world.
2011/06/13 13:03:14 R_ProgramVariable: Could not find parameter SAMPLER1 in program world.
2011/06/13 13:03:14 R_ProgramVariable: Could not find parameter SAMPLER2 in program world.
2011/06/13 13:03:14 R_ProgramVariable: Could not find parameter SAMPLER3 in program world.
2011/06/13 13:03:14 R_ProgramVariable: Could not find parameter ROUGHMAP in program world.
2011/06/13 13:03:14 R_ProgramVariable: Could not find parameter SPECULARMAP in program world.
2011/06/13 13:03:14 R_ProgramVariable: Could not find parameter HARDNESS in program world.
2011/06/13 13:03:14 R_ProgramVariable: Could not find parameter SPECULAR in program world.
2011/06/13 13:03:14 R_ProgramVariable: Could not find parameter BUMP in program world.
2011/06/13 13:03:14 R_ProgramVariable: Could not find parameter PARALLAX in program world.
2011/06/13 13:03:14 R_LoadProgram: 'world' loaded.
R_LoadShader: warp_vs.glsl: Vertex shader was successfully compiled to run on hardware.
2011/06/13 13:03:14 R_LoadShader: warp_fs.glsl: Fragment shader was successfully compiled to run on hardware.
WARNING: 0:64: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
WARNING: 0:70: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
2011/06/13 13:03:14 R_ProgramVariable: Could not find parameter SAMPLER0 in program warp.
2011/06/13 13:03:14 R_ProgramVariable: Could not find parameter SAMPLER1 in program warp.
2011/06/13 13:03:14 R_ProgramVariable: Could not find parameter OFFSET in program warp.
2011/06/13 13:03:14 R_LoadProgram: 'warp' loaded.
R_LoadShader: geoscape_vs.glsl: Vertex shader was successfully compiled to run on hardware.
2011/06/13 13:03:14 R_LoadShader: geoscape_fs.glsl: Fragment shader was successfully compiled to run on hardware.
WARNING: 0:74: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
WARNING: 0:75: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
WARNING: 0:83: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
WARNING: 0:89: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
WARNING: 0:98: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
2011/06/13 13:03:14 R_ProgramVariable: Could not find parameter SAMPLER0 in program geoscape.
2011/06/13 13:03:14 R_ProgramVariable: Could not find parameter SAMPLER1 in program geoscape.
2011/06/13 13:03:14 R_ProgramVariable: Could not find parameter SAMPLER2 in program geoscape.
2011/06/13 13:03:14 R_ProgramVariable: Could not find parameter DEFAULTCOLOR in program geoscape.
2011/06/13 13:03:14 R_ProgramVariable: Could not find parameter CITYLIGHTCOLOR in program geoscape.
2011/06/13 13:03:14 R_LoadProgram: 'geoscape' loaded.
R_LoadShader: combine2_vs.glsl: Vertex shader was successfully compiled to run on hardware.
2011/06/13 13:03:14 R_LoadShader: combine2_fs.glsl: Fragment shader was successfully compiled to run on hardware.
WARNING: 0:19: warning(#375) Redeclare built-in name gl_FragColor
WARNING: 0:27: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
WARNING: 0:28: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
2011/06/13 13:03:14 R_LoadProgram: 'combine2' loaded.
R_LoadShader: convolve3_vs.glsl: Vertex shader was successfully compiled to run on hardware.
2011/06/13 13:03:14 R_LoadShader: convolve3_fs.glsl: Fragment shader was successfully compiled to run on hardware.
WARNING: 0:19: warning(#375) Redeclare built-in name gl_FragColor
WARNING: 0:36: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
WARNING: 0:37: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
WARNING: 0:38: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
2011/06/13 13:03:14 R_LoadProgram: 'convolve3' loaded.
R_LoadShader: atmosphere_vs.glsl: Vertex shader was successfully compiled to run on hardware.
2011/06/13 13:03:14 R_LoadShader: atmosphere_fs.glsl: Fragment shader was successfully compiled to run on hardware.
WARNING: 0:42: warning(#375) Redeclare built-in name gl_FragData
WARNING: 0:74: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
WARNING: 0:77: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
2011/06/13 13:03:14 R_LoadProgram: 'atmosphere' loaded.
R_LoadShader: simple_glow_vs.glsl: Vertex shader was successfully compiled to run on hardware.
2011/06/13 13:03:14 R_LoadShader: simple_glow_fs.glsl: Fragment shader was successfully compiled to run on hardware.
WARNING: 0:25: warning(#375) Redeclare built-in name gl_FragData
WARNING: 0:36: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
WARNING: 0:40: deprecated130(#55) 'texture2D' is deprecated since GLSL1.3, we suggest to use 'texture'
2011/06/13 13:03:14 R_LoadProgram: 'simple_glow' loaded.
2011/06/13 13:03:14 SDL_image version 1.2.6
2011/06/13 13:03:15 SDL_ttf version 2.0.9 - we need at least 2.0.7
2011/06/13 13:03:15
====== andrewusu (2011-06-13 21:14:00) ======
Fix gl_Position redef error(s)
====== andrewusu (2011-06-13 21:25:43) ======
I just attached fixGlPosition.patch to fix the "warning(#375) Redeclare built-in name gl_Position" warnings in mcr2010's log.
====== tlh2000 (2011-06-14 04:35:35) ======
Applied to master - thanks
====== andrewusu (2011-06-15 12:52:46) ======
I thought it best I add another ticket for my next patch:
https://sourceforge.net/tracker/?func=detail&aid=3316776&group_id=157793&atid=805244
I'll work next on figuring out why the battlescape is mostly black when postprocessing is disabled, or to restructure the shaders such that uniform flow control occurs (see: http://www.opengl.org/wiki/GLSL_Sampler#Non-uniform_flow_control ). This might be the reason the shaders were not working on tlh2000's laptop.