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35: vec4 texCUBElod( samplerCube sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }
36:
37:
38: uniform vec4 _fa_[6];
39:
40: uniform sampler2D samp0;
41: uniform sampler2D samp1;
42:
43: in vec2 vofi_TexCoord0;
44:
45: out vec4 gl_FragColor;
46:
47: void main() {
48: if ( tex2D ( samp0 , vofi_TexCoord0 ). w == 0.0 ) {
49: discard ;
50: }
51: float windowZ = tex2D ( samp1 , vofi_TexCoord0 ). x ;
52: vec3 ndc = vec3 ( vofi_TexCoord0 * 2.0 - 1.0 , windowZ * 2.0 - 1.0 ) ;
53: float clipW = - _fa_[4 /* rpProjectionMatrixZ */] . w / ( - _fa_[4 /* rpProjectionMatrixZ */] . z - ndc. z ) ;
54: vec4 clip = vec4 ( ndc * clipW , clipW ) ;
55: vec4 reClip ;
56: reClip. x = dot ( _fa_[0 /* rpMVPmatrixX */] , clip ) ;
57: reClip. y = dot ( _fa_[1 /* rpMVPmatrixY */] , clip ) ;
58: reClip. z = dot ( _fa_[2 /* rpMVPmatrixZ */] , clip ) ;
59: reClip. w = dot ( _fa_[3 /* rpMVPmatrixW */] , clip ) ;
60: vec2 prevTexCoord ;
61: prevTexCoord. x = ( reClip. x / reClip. w ) * 0.5 + 0.5 ;
62: prevTexCoord. y = ( reClip. y / reClip. w ) * 0.5 + 0.5 ;
63: vec2 texCoord = prevTexCoord ;
64: vec2 delta = ( vofi_TexCoord0 - prevTexCoord ) ;
65: vec3 sum = vec3 ( 0.0 ) ;
66: float goodSamples = 0 ;
67: float samples = _fa_[5 /* rpOverbright */] . x ;
68: for ( float i = 0 ; i < samples ; i = i + 1 ) {
69: vec2 pos = vofi_TexCoord0 + delta * ( ( i / ( samples - 1 ) ) - 0.5 ) ;
70: vec4 color = tex2D ( samp0 , pos ) ;
71: sum += color. xyz * color. w ;
72: goodSamples += color. w ;
73: }
74: float invScale = 1.0 / goodSamples ;
75: gl_FragColor = vec4 ( sum * invScale , 1.0 ) ;
76: }
-----------------
WARNING: 0:45: warning(#375) Redeclaration of built-in name: gl_FragColor
While compiling vertex program renderprogs\shadow.vertex
-----------------
1: #version 150
2: #define PC
3:
4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
9:
10:
11: uniform vec4 _va_[5];
12:
13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
15:
16: in vec4 in_Position;
17:
18: out vec4 gl_Position;
19:
20: void main() {
21: vec4 vPos = in_Position - _va_[0 /* rpLocalLightOrigin */] ;
22: vPos = ( vPos. wwww * _va_[0 /* rpLocalLightOrigin */] ) + vPos ;
23: gl_Position . x = dot4 ( vPos , _va_[1 /* rpMVPmatrixX */] ) ;
24: gl_Position . y = dot4 ( vPos , _va_[2 /* rpMVPmatrixY */] ) ;
25: gl_Position . z = dot4 ( vPos , _va_[3 /* rpMVPmatrixZ */] ) ;
26: gl_Position . w = dot4 ( vPos , _va_[4 /* rpMVPmatrixW */] ) ;
27: }
-----------------
WARNING: 0:18: warning(#375) Redeclaration of built-in name: gl_Position
While compiling vertex program renderprogs\shadow_skinned.vertex
-----------------
1: #version 150
2: #define PC
3:
4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
9:
10:
11: uniform vec4 _va_[5];
12:
13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
15: uniform matrices_ubo {vec4 matrices [ 408 ] ; } ;
16:
17: in vec4 in_Position;
18: in vec4 in_Color;
19: in vec4 in_Color2;
20:
21: out vec4 gl_Position;
22:
23: void main() {
24: float w0 = in_Color2 . x ;
25: float w1 = in_Color2 . y ;
26: float w2 = in_Color2 . z ;
27: float w3 = in_Color2 . w ;
28: vec4 matX , matY , matZ ;
29: float joint = in_Color . x * 255.1 * 3 ;
30: matX = matrices [ int ( joint + 0 ) ] * w0 ;
31: matY = matrices [ int ( joint + 1 ) ] * w0 ;
32: matZ = matrices [ int ( joint + 2 ) ] * w0 ;
33: joint = in_Color . y * 255.1 * 3 ;
34: matX += matrices [ int ( joint + 0 ) ] * w1 ;
35: matY += matrices [ int ( joint + 1 ) ] * w1 ;
36: matZ += matrices [ int ( joint + 2 ) ] * w1 ;
37: joint = in_Color . z * 255.1 * 3 ;
38: matX += matrices [ int ( joint + 0 ) ] * w2 ;
39: matY += matrices [ int ( joint + 1 ) ] * w2 ;
40: matZ += matrices [ int ( joint + 2 ) ] * w2 ;
41: joint = in_Color . w * 255.1 * 3 ;
42: matX += matrices [ int ( joint + 0 ) ] * w3 ;
43: matY += matrices [ int ( joint + 1 ) ] * w3 ;
44: matZ += matrices [ int ( joint + 2 ) ] * w3 ;
45: vec4 vertexPosition = in_Position ;
46: vertexPosition. w = 1.0 ;
47: vec4 modelPosition ;
48: modelPosition. x = dot4 ( matX , vertexPosition ) ;
49: modelPosition. y = dot4 ( matY , vertexPosition ) ;
50: modelPosition. z = dot4 ( matZ , vertexPosition ) ;
51: modelPosition. w = in_Position . w ;
52: vec4 vPos = modelPosition - _va_[0 /* rpLocalLightOrigin */] ;
53: vPos = ( vPos. wwww * _va_[0 /* rpLocalLightOrigin */] ) + vPos ;
54: gl_Position . x = dot4 ( vPos , _va_[1 /* rpMVPmatrixX */] ) ;
55: gl_Position . y = dot4 ( vPos , _va_[2 /* rpMVPmatrixY */] ) ;
56: gl_Position . z = dot4 ( vPos , _va_[3 /* rpMVPmatrixZ */] ) ;
57: gl_Position . w = dot4 ( vPos , _va_[4 /* rpMVPmatrixW */] ) ;
58: }
-----------------
WARNING: 0:21: warning(#375) Redeclaration of built-in name: gl_Position
Unknown command 'vid_restart'
idJointBuffer::MapBuffer: failed
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL
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