Диван
Поиграться vblank_mode для driver=“dri2”.Т.е. создать отдельный параграф <device>
какой адрес конфига?
опять чёрный экран
(делаю всё как сказал диван)
>>продолжение
uniform vec4 vcbones[3];
uniform vec4 vcscreen;
varying vec4 oT0;
varying vec4 oT1;
varying vec4 oT2;
varying vec4 oT3;
void main()
{
// trans#0 label:vs-file shadowmodel_vs20 vs-index 0 vs-combo 0
vec4 r0;
vec4 r1;
vec4 vTempPos;
r0.w = vc[0].y;
r0.x = dot( v0.xyzw, vcbones[0].xyzw );
r0.y = dot( v0.xyzw, vcbones[1].xyzw );
r0.z = dot( v0.xyzw, vcbones[2].xyzw );
vTempPos.x = dot( r0.xyzw, vc[8].xyzw );
vTempPos.y = dot( r0.xyzw, vc[9].xyzw );
r1.z = dot( r0.xyzw, vc[10].xyzw );
r1.w = dot( r0.xyzw, vc[11].xyzw );
r0.w = -r1.z * vc[16].w + vc[16].x;
vTempPos.zw = r1.zw;
gl_FogFragCoord = max( r0.w, vc[16].z );
r1.x = dot( r0.xyz, vc[48].xyz );
r1.y = dot( r0.xyz, vc[49].xyz );
r1.z = dot( r0.xyz, vc[50].xyz );
r0.xyz = vc[52].xyz;
oT0.xyz = r1.xyz * r0.xyz + vc[51].xyz;
oT2.xy = -r1.xy + vc[0].yy;
oT1.xyz = r1.xyz;
r0.w = r1.z + -vc[53].x;
r0.z = vc[0].y;
oT2.z = r0.w * -vc[53].y + r0.z;
r0.x = dot( v1.xyz, vcbones[0].xyz );
r0.y = dot( v1.xyz, vcbones[1].xyz );
r0.z = dot( v1.xyz, vcbones[2].xyz );
r0.w = r0.w * vc[53].y;
oT3.x = dot( r0.xyz, -vc[50].xyz );
gl_FrontColor.w = r0.w * vc[53].z;
gl_FrontColor.xyz = vc[47].xyz;
gl_ClipVertex = vTempPos;
vTempPos.z = vTempPos.z * vc[0].z - vTempPos.w; // z' = (2*z)-w
vTempPos.y = -vTempPos.y; // y' = -y 
vTempPos.xy += vcscreen.xy * vTempPos.w;
gl_Position = vTempPos;
}
Compile of "shadowmodel_vs20" Failed:
//GLSLvp
#version 130
//ATTRIBMAP-00-30-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx
attribute vec4 v0; // 80000000 900f0000
attribute vec4 v1; // 80000003 900f0001
//SAMPLERMASK-0
//SAMPLERTYPES-ffffffff
//HIGHWATER-54
//HIGHWATERBONE-3
uniform vec4 vc[54];
uniform vec4 vcbones[3];
uniform vec4 vcscreen;
varying vec4 oT0;
varying vec4 oT1;
varying vec4 oT2;
varying vec4 oT3;
void main()
{
// trans#0 label:vs-file shadowmodel_vs20 vs-index 0 vs-combo 1
vec4 r0;
vec4 r1;
vec4 r2;
vec4 vTempPos;
r0.w = vc[0].y;
r0.x = dot( v0.xyzw, vcbones[0].xyzw );
r0.y = dot( v0.xyzw, vcbones[1].xyzw );
r0.z = dot( v0.xyzw, vcbones[2].xyzw );
vTempPos.x = dot( r0.xyzw, vc[8].xyzw );
vTempPos.y = dot( r0.xyzw, vc[9].xyzw );
r1.xy = -r0.zz + vc[2].wz;
r1.w = max( r1.x, vc[0].x );
r2.w = 1.0 / r1.y;
r2.w = r1.w * r2.w;
r1.z = dot( r0.xyzw, vc[10].xyzw );
r1.w = dot( r0.xyzw, vc[11].xyzw );
r0.w = r2.w * r1.z;
vTempPos.zw = r1.zw;
r0.w = -r0.w * vc[16].w + vc[16].y;
gl_FogFragCoord = max( r0.w, vc[16].z );
r1.x = dot( r0.xyz, vc[48].xyz );
r1.y = dot( r0.xyz, vc[49].xyz );
r1.z = dot( r0.xyz, vc[50].xyz );
r0.xyz = vc[52].xyz;
oT0.xyz = r1.xyz * r0.xyz + vc[51].xyz;
oT2.xy = -r1.xy + vc[0].yy;
oT1.xyz = r1.xyz;
r0.w = r1.z + -vc[53].x;
r0.z = vc[0].y;
oT2.z = r0.w * -vc[53].y + r0.z;
r0.x = dot( v1.xyz, vcbones[0].xyz );
r0.y = dot( v1.xyz, vcbones[1].xyz );
r0.z = dot( v1.xyz, vcbones[2].xyz );
r0.w = r0.w * vc[53].y;
oT3.x = dot( r0.xyz, -vc[50].xyz );
gl_FrontColor.w = r0.w * vc[53].z;
gl_FrontColor.xyz = vc[47].xyz;
gl_ClipVertex = vTempPos;
vTempPos.z = vTempPos.z * vc[0].z - vTempPos.w; // z' = (2*z)-w
vTempPos.y = -vTempPos.y; // y' = -y 
vTempPos.xy += vcscreen.xy * vTempPos.w;
gl_Position = vTempPos;
}
Compile of "shadowmodel_vs20" Failed:
//GLSLvp
#version 130
//ATTRIBMAP-00-30-10-20-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx
attribute vec4 v0; // 80000000 900f0000
attribute vec4 v1; // 80000003 900f0001
attribute vec4 v2; // 80000001 900f0002
attribute vec4 v3; // 80000002 900f0003
//SAMPLERMASK-0
//SAMPLERTYPES-ffffffff
//HIGHWATER-54
//HIGHWATERBONE-161
uniform vec4 vc[54];
uniform vec4 vcbones[161];
uniform vec4 vcscreen;
varying vec4 oT0;
varying vec4 oT1;
varying vec4 oT2;
varying vec4 oT3;
void main()
{
// trans#0 label:vs-file shadowmodel_vs20 vs-index 0 vs-combo 2
vec4 vd1 = vec4( 765.005859375, 0.0, 0.0, 0.0 );
vec4 va_r;
vec4 r0;
vec4 r1;
vec4 r2;
vec4 r3;
vec4 vTempPos;
r0.xyz = v3.zyx * vd1.xxx;
va_r.xyz = r0.xyz;
r1.w = v2.y + v2.x;
r0 = v2.yyyy * vcbones[int(va_r.y) + 0];
r3.w = -r1.w + vc[0].y;
r0 = vcbones[int(va_r.x) + 0] * v2.xxxx + r0;
r2 = vcbones[int(va_r.z) + 0] * r3.wwww + r0;
r0.x = dot( v0.xyzw, r2.xyzw );
r1 = v2.yyyy * vcbones[int(va_r.y) + 1];
r3.x = dot( v1.xyz, r2.xyz );
r1 = vcbones[int(va_r.x) + 1] * v2.xxxx + r1;
r2 = vcbones[int(va_r.z) + 1] * r3.wwww + r1;
r1 = v2.yyyy * vcbones[int(va_r.y) + 2];
r0.y = dot( v0.xyzw, r2.xyzw );
r1 = vcbones[int(va_r.x) + 2] * v2.xxxx + r1;
r3.y = dot( v1.xyz, r2.xyz );
r1 = vcbones[int(va_r.z) + 2] * r3.wwww + r1;
r0.z = dot( v0.xyzw, r1.xyzw );
r0.w = vc[0].y;
r3.z = dot( v1.xyz, r1.xyz );
vTempPos.x = dot( r0.xyzw, vc[8].xyzw );
vTempPos.y = dot( r0.xyzw, vc[9].xyzw );
r1.z = dot( r0.xyzw, vc[10].xyzw );
r1.w = dot( r0.xyzw, vc[11].xyzw );
r0.w = -r1.z * vc[16].w + vc[16].x;
vTempPos.zw = r1.zw;
r1.x = dot( r0.xyz, vc[48].xyz );
r1.y = dot( r0.xyz, vc[49].xyz );
r1.z = dot( r0.xyz, vc[50].xyz );
gl_FogFragCoord = max( r0.w, vc[16].z );
r0.xyz = vc[52].xyz;
oT0.xyz = r1.xyz * r0.xyz + vc[51].xyz;
oT2.xy = -r1.xy + vc[0].yy;
r0.w = r1.z + -vc[53].x;
oT1.xyz = r1.xyz;
r0.z = vc[0].y;
oT2.z = r0.w * -vc[53].y + r0.z;
r0.w = r0.w * vc[53].y;
oT3.x = dot( r3.xyz, -vc[50].xyz );
gl_FrontColor.w = r0.w * vc[53].z;
gl_FrontColor.xyz = vc[47].xyz;
gl_ClipVertex = vTempPos;
vTempPos.z = vTempPos.z * vc[0].z - vTempPos.w; // z' = (2*z)-w
vTempPos.y = -vTempPos.y; // y' = -y 
vTempPos.xy += vcscreen.xy * vTempPos.w;
gl_Position = vTempPos;
}
Compile of "shadowmodel_vs20" Failed:
//GLSLvp
#version 130
//ATTRIBMAP-00-30-10-20-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx
attribute vec4 v0; // 80000000 900f0000
attribute vec4 v1; // 80000003 900f0001
attribute vec4 v2; // 80000001 900f0002
attribute vec4 v3; // 80000002 900f0003
//SAMPLERMASK-0
//SAMPLERTYPES-ffffffff
//HIGHWATER-54
//HIGHWATERBONE-161
uniform vec4 vc[54];
uniform vec4 vcbones[161];
uniform vec4 vcscreen;
varying vec4 oT0;
varying vec4 oT1;
varying vec4 oT2;
varying vec4 oT3;
void main()
{
// trans#0 label:vs-file shadowmodel_vs20 vs-index 0 vs-combo 3
vec4 vd1 = vec4( 765.005859375, 0.0, 0.0, 0.0 );
vec4 va_r;
vec4 r0;
vec4 r1;
vec4 r2;
vec4 r3;
vec4 vTempPos;
r0.xyz = v3.zyx * vd1.xxx;
va_r.xyz = r0.xyz;
r1.w = v2.y + v2.x;
r0 = v2.yyyy * vcbones[int(va_r.y) + 0];
r3.w = -r1.w + vc[0].y;
r0 = vcbones[int(va_r.x) + 0] * v2.xxxx + r0;
r1 = vcbones[int(va_r.z) + 0] * r3.wwww + r0;
r0.x = dot( v0.xyzw, r1.xyzw );
r3.x = dot( v1.xyz, r1.xyz );
r1 = v2.yyyy * vcbones[int(va_r.y) + 1];
r2 = vcbones[int(va_r.x) + 1] * v2.xxxx + r1;
r1 = v2.yyyy * vcbones[int(va_r.y) + 2];
r2 = vcbones[int(va_r.z) + 1] * r3.wwww + r2;
r1 = vcbones[int(va_r.x) + 2] * v2.xxxx + r1;
r0.y = dot( v0.xyzw, r2.xyzw );
r1 = vcbones[int(va_r.z) + 2] * r3.wwww + r1;
r3.y = dot( v1.xyz, r2.xyz );
r0.z = dot( v0.xyzw, r1.xyzw );
r3.z = dot( v1.xyz, r1.xyz );
r0.w = vc[0].y;
vTempPos.x = dot( r0.xyzw, vc[8].xyzw );
r1.xy = -r0.zz + vc[2].wz;
r1.w = max( r1.x, vc[0].x );
r2.w = 1.0 / r1.y;
vTempPos.y = dot( r0.xyzw, vc[9].xyzw );
r2.w = r1.w * r2.w;
r1.z = dot( r0.xyzw, vc[10].xyzw );
r1.w = dot( r0.xyzw, vc[11].xyzw );
r0.w = r2.w * r1.z;
vTempPos.zw = r1.zw;
r0.w = -r0.w * vc[16].w + vc[16].y;
r1.x = dot( r0.xyz, vc[48].xyz );
r1.y = dot( r0.xyz, vc[49].xyz );
r1.z = dot( r0.xyz, vc[50].xyz );
gl_FogFragCoord = max( r0.w, vc[16].z );
r0.xyz = vc[52].xyz;
oT0.xyz = r1.xyz * r0.xyz + vc[51].xyz;
oT2.xy = -r1.xy + vc[0].yy;
r0.w = r1.z + -vc[53].x;
oT1.xyz = r1.xyz;
r0.z = vc[0].y;
oT2.z = r0.w * -vc[53].y + r0.z;
r0.w = r0.w * vc[53].y;
oT3.x = dot( r3.xyz, -vc[50].xyz );
gl_FrontColor.w = r0.w * vc[53].z;
gl_FrontColor.xyz = vc[47].xyz;
gl_ClipVertex = vTempPos;
vTempPos.z = vTempPos.z * vc[0].z - vTempPos.w; // z' = (2*z)-w
vTempPos.y = -vTempPos.y; // y' = -y 
vTempPos.xy += vcscreen.xy * vTempPos.w;
gl_Position = vTempPos;
}
Compile of "shadowmodel_ps20" Failed:
//GLSLfp
#version 130
varying vec4 oT0;
varying vec4 oT1;
varying vec4 oT2;
varying vec4 oT3;
//SAMPLERMASK-0
//SAMPLERTYPES-ffffffff
//HIGHWATER-1
uniform vec4 pc[1];
void main()
{
// trans#0 label:ps-file shadowmodel_ps20 ps-index 0 ps-combo 0
vec4 pd0 = vec4( -1.0, 1.0, 0.0, 0.0 );
vec4 r0;
vec4 r1;
vec4 r2;
r2.xyz = oT1.xyz;
r2.w = oT1.z;
r1.xyz = oT2.xyz;
r1.w = oT2.z;
r0 = oT3.xxxx;
if ( r2.x < 0.0 || r2.y < 0.0 || r2.z < 0.0 )
{
        discard;
}
if ( r1.x < 0.0 || r1.y < 0.0 || r1.z < 0.0 )
{
        discard;
}
if ( r0.x < 0.0 || r0.y < 0.0 || r0.z < 0.0 )
{
        discard;
}
r0.xyz = gl_Color.xyz + pd0.xxx;
r0.xyz = oT0.www * r0.xyz + pd0.yyy;
r0.w = pd0.y;
gl_FragData[0] = r0;
}
SDLAUDIO: SDL_OpenAudioDevice() failed: Could not setup connection to PulseAudio
          
сейчас попробую
а пока вот что представляет собой запуск игры
vec4 r5;
vec4 r6;
vec4 vTempPos;
r1.xy = v3.xy + vd1.xx;
r0.xy = abs( r1.xy );
r2.xy = vec2( lessThan( r1.xy, vc[0].xx ) );
r0.xy = r0.xy + -r2.xy;
r0.xy = r0.xy + vd1.yy;
r1.xy = abs( r0.xy );
r0.xy = vec2( lessThan( r0.xy, vc[0].xx ) );
oT0.x = dot( v5.xyzw, vc[48].xyzw );
r1.xy = r1.xy + -r0.xy;
r0.w = r2.x * vd4.x + vd4.y;
r1.w = r1.x * -vd1.z + vd1.w;
r1.z = r1.y * -vd1.z + r1.w;
r1.xy = r1.xy * vd1.zz;
r2.xy = r0.xy * vd4.xx + vd4.yy;
r0.xyz = normalize( r1.xyz );
r0.xy = r2.xy * r0.xy;
r0.z = r0.w * r0.z;
oT0.y = dot( v5.xyzw, vc[49].xyzw );
r6.xyz = v8.xyz * vc[3].xxx + r0.xyz;
r1.xy = v1.xy + vc[0].yy;
r0.xyz = v2.zyx * vd4.zzz;
r1.xy = r1.xy * vd4.ww;
va_r.xyz = r0.xyz;
r1.w = r1.y + r1.x;
r0 = r1.yyyy * vcbones[int(va_r.y) + 0];
r1.w = -r1.w + vc[0].y;
r0 = vcbones[int(va_r.x) + 0] * r1.xxxx + r0;
r3 = vcbones[int(va_r.z) + 0] * r1.wwww + r0;
r0 = r1.yyyy * vcbones[int(va_r.y) + 1];
r5.x = dot( r6.xyz, r3.xyz );
r0 = vcbones[int(va_r.x) + 1] * r1.xxxx + r0;
oT2.xyz = r5.xxx * vd5.xxx + vd5.yyy;
r4 = vcbones[int(va_r.z) + 1] * r1.wwww + r0;
r0.xyz = v7.xyz;
r2.xyz = r0.xyz * vc[3].xxx + v0.xyz;
r0 = r1.yyyy * vcbones[int(va_r.y) + 2];
r2.w = v0.w;
r0 = vcbones[int(va_r.x) + 2] * r1.xxxx + r0;
r1.y = dot( r2.xyzw, r4.xyzw );
r0 = vcbones[int(va_r.z) + 2] * r1.wwww + r0;
r5.y = dot( r6.xyz, r4.xyz );
r1.z = dot( r2.xyzw, r0.xyzw );
r1.x = dot( r2.xyzw, r3.xyzw );
r1.w = vc[0].y;
r5.z = dot( r6.xyz, r0.xyz );
r0.z = dot( r1.xyzw, vc[10].xyzw );
r0.x = dot( r1.xyzw, vc[8].xyzw );
r0.y = dot( r1.xyzw, vc[9].xyzw );
r0.w = dot( r1.xyzw, vc[11].xyzw );
r2.xy = -r1.zz + vc[2].wz;
r2.w = max( r2.x, vc[0].x );
r3.w = 1.0 / r2.y;
r2.z = dot( r1.xyzw, vc[13].xyzw );
r1.w = r2.w * r3.w;
oT7.xyz = r1.xyz;
r1.w = r2.z * r1.w;
vTempPos = r0;
r1.w = -r1.w * vc[16].w + vc[16].y;
oT6.xyw = r0.xyw;
r0.x = max( r1.w, vc[16].z );
gl_FogFragCoord = r0.x;
gl_FrontSecondaryColor.w = r0.x;
oT1.xy = v6.xy;
oT2.w = v4.w;
oT4.xyz = r5.xyz;
oT6.zw = r2.zw;
oT7.w = r2.z;
gl_FrontSecondaryColor.xyz = vc[0].xxx;
gl_ClipVertex = vTempPos;
vTempPos.z = vTempPos.z * vc[0].z - vTempPos.w; // z' = (2*z)-w
vTempPos.y = -vTempPos.y; // y' = -y 
vTempPos.xy += vcscreen.xy * vTempPos.w;
gl_Position = vTempPos;
}
Compile of "vertexlit_and_unlit_generic_vs20" Failed:
//GLSLvp
#version 130
//ATTRIBMAP-00-10-20-30-A0-50-51-01-31-xx-xx-xx-xx-xx-xx-xx
attribute vec4 v0; // 80000000 900f0000
attribute vec4 v1; // 80000001 900f0001
attribute vec4 v2; // 80000002 900f0002
attribute vec4 v3; // 80000003 900f0003
attribute vec4 v4; // 8000000a 900f0004
attribute vec4 v5; // 80000005 900f0005
attribute vec4 v6; // 80010005 900f0006
attribute vec4 v7; // 80010000 900f0007
attribute vec4 v8; // 80010003 900f0008
//SAMPLERMASK-0
//SAMPLERTYPES-ffffffff
//HIGHWATER-50
//HIGHWATERBONE-161
uniform vec4 vc[50];
uniform vec4 vcbones[161];
uniform vec4 vcscreen;
varying vec4 oT0;
varying vec4 oT1;
varying vec4 oT2;
varying vec4 oT4;
varying vec4 oT6;
varying vec4 oT7;
void main()
{
// trans#0 label:vs-file vertexlit_and_unlit_generic_vs20 vs-index 12480 vs-combo 190
vec4 vd1 = vec4( 765.005859375, 0.353549987078, 0.5, 0.0 );
vec4 va_r;
vec4 r0;
vec4 r1;
vec4 r2;
vec4 r3;
vec4 r4;
vec4 r5;
vec4 r6;
vec4 vTempPos;
r0.xyz = v2.zyx * vd1.xxx;
oT0.x = dot( v5.xyzw, vc[48].xyzw );
va_r.xyz = r0.xyz;
r1.w = v1.y + v1.x;
r0 = v1.yyyy * vcbones[int(va_r.y) + 0];
r1.w = -r1.w + vc[0].y;
r0 = vcbones[int(va_r.x) + 0] * v1.xxxx + r0;
oT0.y = dot( v5.xyzw, vc[49].xyzw );
r3 = vcbones[int(va_r.z) + 0] * r1.wwww + r0;
r0.xyz = v8.xyz;
r6.xyz = r0.xyz * vc[3].xxx + v3.xyz;
r0 = v1.yyyy * vcbones[int(va_r.y) + 1];
r5.x = dot( r6.xyz, r3.xyz );
r0 = vcbones[int(va_r.x) + 1] * v1.xxxx + r0;
oT2.xyz = r5.xxx * vd1.yyy + vd1.zzz;
r4 = vcbones[int(va_r.z) + 1] * r1.wwww + r0;
r0.xyz = v7.xyz;
r2.xyz = r0.xyz * vc[3].xxx + v0.xyz;
r0 = v1.yyyy * vcbones[int(va_r.y) + 2];
r2.w = v0.w;
r0 = vcbones[int(va_r.x) + 2] * v1.xxxx + r0;
r1.y = dot( r2.xyzw, r4.xyzw );
r0 = vcbones[int(va_r.z) + 2] * r1.wwww + r0;
r5.y = dot( r6.xyz, r4.xyz );
r1.z = dot( r2.xyzw, r0.xyzw );
r1.x = dot( r2.xyzw, r3.xyzw );
r1.w = vc[0].y;
r5.z = dot( r6.xyz, r0.xyz );
r0.z = dot( r1.xyzw, vc[10].xyzw );
r0.x = dot( r1.xyzw, vc[8].xyzw );
r0.y = dot( r1.xyzw, vc[9].xyzw );
r0.w = dot( r1.xyzw, vc[11].xyzw );
r2.xy = -r1.zz + vc[2].wz;
r2.w = max( r2.x, vc[0].x );
r3.w = 1.0 / r2.y;
r2.z = dot( r1.xyzw, vc[13].xyzw );
r1.w = r2.w * r3.w;
oT7.xyz = r1.xyz;
r1.w = r2.z * r1.w;
vTempPos = r0;
r1.w = -r1.w * vc[16].w + vc[16].y;
oT6.xyw = r0.xyw;
r0.x = max( r1.w, vc[16].z );
gl_FogFragCoord = r0.x;
gl_FrontSecondaryColor.w = r0.x;
oT1.xy = v6.xy;
oT2.w = v4.w;
oT4.xyz = r5.xyz;
oT6.zw = r2.zw;
oT7.w = r2.z;
gl_FrontSecondaryColor.xyz = vc[0].xxx;
gl_ClipVertex = vTempPos;
vTempPos.z = vTempPos.z * vc[0].z - vTempPos.w; // z' = (2*z)-w
vTempPos.y = -vTempPos.y; // y' = -y 
vTempPos.xy += vcscreen.xy * vTempPos.w;
gl_Position = vTempPos;
}
Compile of "vertexlit_and_unlit_generic_vs20" Failed:
//GLSLvp
#version 130
//ATTRIBMAP-00-10-20-30-A0-50-51-01-31-xx-xx-xx-xx-xx-xx-xx
attribute vec4 v0; // 80000000 900f0000
attribute vec4 v1; // 80000001 900f0001
attribute vec4 v2; // 80000002 900f0002
attribute vec4 v3; // 80000003 900f0003
attribute vec4 v4; // 8000000a 900f0004
attribute vec4 v5; // 80000005 900f0005
attribute vec4 v6; // 80010005 900f0006
attribute vec4 v7; // 80010000 900f0007
attribute vec4 v8; // 80010003 900f0008
//SAMPLERMASK-0
//SAMPLERTYPES-ffffffff
//HIGHWATER-50
//HIGHWATERBONE-161
uniform vec4 vc[50];
uniform vec4 vcbones[161];
uniform vec4 vcscreen;
varying vec4 oT0;
varying vec4 oT1;
varying vec4 oT2;
varying vec4 oT4;
varying vec4 oT6;
varying vec4 oT7;
void main()
{
// trans#0 label:vs-file vertexlit_and_unlit_generic_vs20 vs-index 12480 vs-combo 191
vec4 vd1 = vec4( -128.0, -64.0, 0.01587301679, 1.0 );
vec4 vd4 = vec4( -2.0, 1.0, 765.005859375, 0.000030517578 );
vec4 vd5 = vec4( 0.353549987078, 0.5, 0.0, 0.0 );
vec4 va_r;
vec4 r0;
vec4 r1;
vec4 r2;
vec4 r3;
vec4 r4;
vec4 r5;
vec4 r6;
vec4 vTempPos;
r1.xy = v3.xy + vd1.xx;
r0.xy = abs( r1.xy );
r2.xy = vec2( lessThan( r1.xy, vc[0].xx ) );
r0.xy = r0.xy + -r2.xy;
r0.xy = r0.xy + vd1.yy;
r1.xy = abs( r0.xy );
r0.xy = vec2( lessThan( r0.xy, vc[0].xx ) );
oT0.x = dot( v5.xyzw, vc[48].xyzw );
r1.xy = r1.xy + -r0.xy;
r0.w = r2.x * vd4.x + vd4.y;
r1.w = r1.x * -vd1.z + vd1.w;
r1.z = r1.y * -vd1.z + r1.w;
r1.xy = r1.xy * vd1.zz;
r2.xy = r0.xy * vd4.xx + vd4.yy;
r0.xyz = normalize( r1.xyz );
r0.xy = r2.xy * r0.xy;
r0.z = r0.w * r0.z;
oT0.y = dot( v5.xyzw, vc[49].xyzw );
r6.xyz = v8.xyz * vc[3].xxx + r0.xyz;
r1.xy = v1.xy + vc[0].yy;
r0.xyz = v2.zyx * vd4.zzz;
r1.xy = r1.xy * vd4.ww;
va_r.xyz = r0.xyz;
r1.w = r1.y + r1.x;
r0 = r1.yyyy * vcbones[int(va_r.y) + 0];
r1.w = -r1.w + vc[0].y;
r0 = vcbones[int(va_r.x) + 0] * r1.xxxx + r0;
r3 = vcbones[int(va_r.z) + 0] * r1.wwww + r0;
r0 = r1.yyyy * vcbones[int(va_r.y) + 1];
r5.x = dot( r6.xyz, r3.xyz );
r0 = vcbones[int(va_r.x) + 1] * r1.xxxx + r0;
oT2.xyz = r5.xxx * vd5.xxx + vd5.yyy;
r4 = vcbones[int(va_r.z) + 1] * r1.wwww + r0;
r0.xyz = v7.xyz;
r2.xyz = r0.xyz * vc[3].xxx + v0.xyz;
r0 = r1.yyyy * vcbones[int(va_r.y) + 2];
r2.w = v0.w;
r0 = vcbones[int(va_r.x) + 2] * r1.xxxx + r0;
r1.y = dot( r2.xyzw, r4.xyzw );
r0 = vcbones[int(va_r.z) + 2] * r1.wwww + r0;
r5.y = dot( r6.xyz, r4.xyz );
r1.z = dot( r2.xyzw, r0.xyzw );
r1.x = dot( r2.xyzw, r3.xyzw );
r1.w = vc[0].y;
r5.z = dot( r6.xyz, r0.xyz );
r0.z = dot( r1.xyzw, vc[10].xyzw );
r0.x = dot( r1.xyzw, vc[8].xyzw );
r0.y = dot( r1.xyzw, vc[9].xyzw );
r0.w = dot( r1.xyzw, vc[11].xyzw );
r2.xy = -r1.zz + vc[2].wz;
r2.w = max( r2.x, vc[0].x );
r3.w = 1.0 / r2.y;
r2.z = dot( r1.xyzw, vc[13].xyzw );
r1.w = r2.w * r3.w;
oT7.xyz = r1.xyz;
r1.w = r2.z * r1.w;
vTempPos = r0;
r1.w = -r1.w * vc[16].w + vc[16].y;
oT6.xyw = r0.xyw;
r0.x = max( r1.w, vc[16].z );
gl_FogFragCoord = r0.x;
gl_FrontSecondaryColor.w = r0.x;
oT1.xy = v6.xy;
oT2.w = v4.w;
oT4.xyz = r5.xyz;
oT6.zw = r2.zw;
oT7.w = r2.z;
gl_FrontSecondaryColor.xyz = vc[0].xxx;
gl_ClipVertex = vTempPos;
vTempPos.z = vTempPos.z * vc[0].z - vTempPos.w; // z' = (2*z)-w
vTempPos.y = -vTempPos.y; // y' = -y 
vTempPos.xy += vcscreen.xy * vTempPos.w;
gl_Position = vTempPos;
}
Compile of "vertexlit_and_unlit_generic_ps20b" Failed:
//GLSLfp
#version 130
varying vec4 oT0;
varying vec4 oT1;
varying vec4 oT2;
varying vec4 oT6;
varying vec4 oT7;
//SAMPLERMASK-5
//SAMPLERTYPES-ffffffcc
//HIGHWATER-31
uniform vec4 pc[31];
uniform sampler2D sampler0;
uniform sampler2D sampler2;
void main()
{
// trans#0 label:ps-file vertexlit_and_unlit_generic_ps20b ps-index 28038 ps-combo 0
vec4 pd0 = vec4( 1.0, 0.0, 0.0, 0.0 );
vec4 r0;
vec4 r1;
vec4 r2;
vec4 r3;
r1 = texture2D( sampler2, oT1.xy );
r0 = texture2D( sampler0, oT0.xy );
r1.w = r0.w * r1.w + -r0.w;
r0.w = pc[4].w * r1.w + r0.w;
r1.w = r0.w * pc[1].w;
r0.w = r1.w * oT2.w + -r1.w;
r2.w = pc[12].w * r0.w + r1.w;
r0.w = pc[12].x;
r1.w = r0.w * pc[21].y + -oT7.z;
r0.w = r0.w * pc[20].z + -oT7.z;
r3.w = 1.0 / r0.w;
r1.w = r1.w * r3.w;
r1.w = ( r0.w >= 0.0 ) ? pd0.x : r1.w;
r0.w = oT6.z * pc[21].w;
r1.w = r0.w * r1.w + -pc[21].x;
r0.w = min( r1.w, pc[21].z );
r0.w = clamp( r0.w, 0.0, 1.0 );
r1.w = pc[12].z * ( r0.w - r2.w ) + r2.w;
r0.xyz = r0.xyz * pc[1].xyz;
r2.w = r0.w * -r0.w + r0.w;
r2.w = r2.w * pc[12].x;
r0.xyz = r0.xyz * oT2.xyz;
r2.w = r0.w * r0.w + r2.w;
r0.w = pc[30].x;
r1.xyz = r0.xyz * -r0.www + pc[29].xyz;
r0.w = oT6.z * pc[29].w + -r1.w;
r1.xyz = r2.www * r1.xyz;
r0.w = pc[12].y * r0.w + r1.w;
r0.xyz = r0.xyz * pc[30].xxx + r1.xyz;
gl_FragData[0] = r0;
}
Compile of "vertexlit_and_unlit_generic_ps20b" Failed:
//GLSLfp
#version 130
varying vec4 oT0;
varying vec4 oT1;
varying vec4 oT2;
varying vec4 oT4;
//SAMPLERMASK-5
//SAMPLERTYPES-ffffffcc
//HIGHWATER-31
uniform vec4 pc[31];
uniform sampler2D sampler0;
uniform sampler2D sampler2;
void main()
{
// trans#0 label:ps-file vertexlit_and_unlit_generic_ps20b ps-index 28038 ps-combo 1
vec4 pd0 = vec4( 0.25, 0.699999988079, 0.0, 0.0 );
vec4 pd2 = vec4( 0.43643578887, 0.87287157774, -0.218217894435, 0.0 );
vec4 r0;
vec4 r1;
vec4 r2;
r1 = texture2D( sampler2, oT1.xy );
r0 = texture2D( sampler0, oT0.xy );
r1.w = r0.w * r1.w + -r0.w;
r0.w = pc[4].w * r1.w + r0.w;
r1.w = r0.w * pc[1].w;
r1.x = dot( oT4.xyz, pd2.xyz );
r0.xyz = r0.xyz * pc[1].xyz;
r2.w = r1.x * pd0.x + pd0.y;
r0.w = r1.w * oT2.w + -r1.w;
r0.xyz = r0.xyz * r2.www;
r0.w = pc[12].w * r0.w + r1.w;
r0.xyz = r0.xyz * pc[30].xxx;
gl_FragData[0] = r0;
}
Compile of "vertexlit_and_unlit_generic_ps20b" Failed:
//GLSLfp
#version 130
varying vec4 oT0;
varying vec4 oT1;
varying vec4 oT2;
varying vec4 oT4;
varying vec4 oT7;
//SAMPLERMASK-5
//SAMPLERTYPES-ffffffcc
//HIGHWATER-13
uniform vec4 pc[13];
uniform sampler2D sampler0;
uniform sampler2D sampler2;
void main()
{
// trans#0 label:ps-file vertexlit_and_unlit_generic_ps20b ps-index 28038 ps-combo 2
vec4 pd0 = vec4( 1.0, 0.0, 0.0, 0.0 );
vec4 r0;
vec4 r1;
r1 = texture2D( sampler2, oT1.xy );
r0 = texture2D( sampler0, oT0.xy );
r1.w = r0.w * r1.w + -r0.w;
r0.w = pc[4].w * r1.w + r0.w;
r1.w = r0.w * pc[1].w;
r0.w = r1.w * oT2.w + -r1.w;
r0.xyz = r0.xyz * pc[1].xyz;
r0.w = pc[12].w * r0.w + r1.w;
gl_FragData[0] = r0;
r0.xyz = oT4.xyz;
gl_FragData[1] = r0;
r0.xyz = oT7.xyz;
gl_FragData[2] = r0;
r0 = pd0.xxxx;
gl_FragData[3] = r0;
}
Compile of "vertexlit_and_unlit_generic_ps20b" Failed:
//GLSLfp
#version 130
varying vec4 oT0;
varying vec4 oT1;
varying vec4 oT2;
varying vec4 oT6;
varying vec4 oT7;
//SAMPLERMASK-5
//SAMPLERTYPES-ffffffcc
//HIGHWATER-31
uniform vec4 pc[31];
uniform sampler2D sampler0;
uniform sampler2D sampler2;
void main()
{
// trans#0 label:ps-file vertexlit_and_unlit_generic_ps20b ps-index 885126 ps-combo 0
vec4 pd0 = vec4( 1.0, -2.0, 3.0, 0.0 );
vec4 r0;
vec4 r1;
vec4 r2;
vec4 r3;
r0 = texture2D( sampler2, oT1.xy );
r1 = texture2D( sampler0, oT0.xy );
r2.w = -pc[7].y + pc[7].x;
r2.w = 1.0 / r2.w;
r0.w = r0.w + -pc[7].y;
r2.w = r2.w * r0.w;
r2.w = clamp( r2.w, 0.0, 1.0 );
r0.w = r2.w * pd0.y + pd0.z;
r2.w = r2.w * r2.w;
r2.w = r0.w * r2.w;
r0.xyz = r0.xyz * pc[10].xyz;
r0.w = pd0.x;
r0 = r1 * r0 + -r1;
r0 = pc[4].wwww * r0 + r1;
r0.w = r2.w * r0.w;
r1.w = r0.w * pc[1].w;
r0.w = r1.w * oT2.w + -r1.w;
r2.w = pc[12].w * r0.w + r1.w;
r0.w = pc[12].x;
r1.w = r0.w * pc[21].y + -oT7.z;
r0.w = r0.w * pc[20].z + -oT7.z;
r3.w = 1.0 / r0.w;
r1.w = r1.w * r3.w;
r1.w = ( r0.w >= 0.0 ) ? pd0.x : r1.w;
r0.w = oT6.z * pc[21].w;
r1.w = r0.w * r1.w + -pc[21].x;
r0.w = min( r1.w, pc[21].z );
r0.w = clamp( r0.w, 0.0, 1.0 );
r1.w = pc[12].z * ( r0.w - r2.w ) + r2.w;
r0.xyz = r0.xyz * pc[1].xyz;
r2.w = r0.w * -r0.w + r0.w;
r2.w = r2.w * pc[12].x;
r0.xyz = r0.xyz * oT2.xyz;
r2.w = r0.w * r0.w + r2.w;
r0.w = pc[30].x;
r1.xyz = r0.xyz * -r0.www + pc[29].xyz;
r0.w = oT6.z * pc[29].w + -r1.w;
r1.xyz = r2.www * r1.xyz;
r0.w = pc[12].y * r0.w + r1.w;
r0.xyz = r0.xyz * pc[30].xxx + r1.xyz;
gl_FragData[0] = r0;
}
Compile of "vertexlit_and_unlit_generic_ps20b" Failed:
//GLSLfp
#version 130
varying vec4 oT0;
varying vec4 oT1;
varying vec4 oT2;
varying vec4 oT6;
varying vec4 oT7;
//SAMPLERMASK-5
//SAMPLERTYPES-ffffffcc
//HIGHWATER-31
uniform vec4 pc[31];
uniform sampler2D sampler0;
uniform sampler2D sampler2;
void main()
{
// trans#0 label:ps-file vertexlit_and_unlit_generic_ps20b ps-index 1868166 ps-combo 0
vec4 pd0 = vec4( 1.0, -2.0, 3.0, 0.0 );
vec4 r0;
vec4 r1;
vec4 r2;
vec4 r3;
r0 = texture2D( sampler2, oT1.xy );
r1 = texture2D( sampler0, oT0.xy );
r2.xy = -pc[9].xy + pc[9].wz;
r3.x = 1.0 / r2.x;
r3.y = 1.0 / r2.y;
r2.xy = r0.ww + -pc[9].xy;
r3.xy = r3.xy * r2.xy;
r3.xy = clamp( r3.xy, vec2( 0.0, 0.0 ), vec2( 1.0, 1.0 ) );
r2.xy = r3.xy * pd0.yy + pd0.zz;
r3.xy = r3.xy * r3.xy;
r2.xy = r2.xy * r3.xy;
r3.w = r2.y * r2.x;
r2.w = r0.w + -pc[7].y;
r0.xyz = r0.xyz * pc[10].xyz;
r0.w = pd0.x;
r0 = r1 * r0 + -r1;
r1 = pc[4].wwww * r0 + r1;
r0 = r3.wwww * ( pc[8] - r1 ) + r1;
r1.w = -pc[7].y + pc[7].x;
r1.w = 1.0 / r1.w;
r2.w = r2.w * r1.w;
r2.w = clamp( r2.w, 0.0, 1.0 );
r1.w = r2.w * pd0.y + pd0.z;
r2.w = r2.w * r2.w;
r1.w = r1.w * r2.w;
r0.w = r0.w * r1.w;
r1.w = r0.w * pc[1].w;
r0.w = r1.w * oT2.w + -r1.w;
r2.w = pc[12].w * r0.w + r1.w;
r0.w = pc[12].x;
r1.w = r0.w * pc[21].y + -oT7.z;
r0.w = r0.w * pc[20].z + -oT7.z;
r3.w = 1.0 / r0.w;
r1.w = r1.w * r3.w;
r1.w = ( r0.w >= 0.0 ) ? pd0.x : r1.w;
r0.w = oT6.z * pc[21].w;
r1.w = r0.w * r1.w + -pc[21].x;
r0.w = min( r1.w, pc[21].z );
r0.w = clamp( r0.w, 0.0, 1.0 );
r1.w = pc[12].z * ( r0.w - r2.w ) + r2.w;
r0.xyz = r0.xyz * pc[1].xyz;
r2.w = r0.w * -r0.w + r0.w;
r2.w = r2.w * pc[12].x;
r0.xyz = r0.xyz * oT2.xyz;
r2.w = r0.w * r0.w + r2.w;
r0.w = pc[30].x;
r1.xyz = r0.xyz * -r0.www + pc[29].xyz;
r0.w = oT6.z * pc[29].w + -r1.w;
r1.xyz = r2.www * r1.xyz;
r0.w = pc[12].y * r0.w + r1.w;
r0.xyz = r0.xyz * pc[30].xxx + r1.xyz;
gl_FragData[0] = r0;
}
Compile of "vertexlit_and_unlit_generic_ps20b" Failed:
//GLSLfp
#version 130
varying vec4 oT0;
varying vec4 oT2;
varying vec4 oT6;
varying vec4 oT7;
//SAMPLERMASK-1
//SAMPLERTYPES-fffffffc
//HIGHWATER-31
uniform vec4 pc[31];
uniform sampler2D sampler0;
void main()
{
// trans#0 label:ps-file vertexlit_and_unlit_generic_ps20b ps-index 2580864 ps-combo 0
vec4 pd0 = vec4( -2.0, 3.0, 1.0, 0.0 );
vec4 r0;
vec4 r1;
vec4 r2;
vec4 r3;
r0.xy = oT0.xy + pc[5].xy;
r1 = texture2D( sampler0, r0.xy );
r0 = texture2D( sampler0, oT0.xy );
r1.w = r1.w + -pc[5].z;
r2.w = -pc[5].z + pc[5].w;
r2.w = 1.0 / r2.w;
r2.w = r1.w * r2.w;
r2.w = clamp( r2.w, 0.0, 1.0 );
r1.w = r2.w * pd0.x + pd0.y;
r2.w = r2.w * r2.w;
r1.w = r1.w * r2.w;
r2.w = -pc[7].y + pc[7].x;
r3.w = 1.0 / r2.w;
r2.w = r0.w + -pc[7].y;
r3.w = r3.w * r2.w;
r3.w = clamp( r3.w, 0.0, 1.0 );
r2.w = r3.w * pd0.x + pd0.y;
r3.w = r3.w * r3.w;
r2.w = r2.w * r3.w;
r0.w = r0.w * r2.w;
r0 = pc[6] * -r1.wwww + r0;
r0 = r2.wwww * r0;
r0 = pc[6] * r1.wwww + r0;
r3.w = r0.w * pc[1].w;
r0.w = pc[12].x;
r1.w = r0.w * pc[21].y + -oT7.z;
r0.w = r0.w * pc[20].z + -oT7.z;
r2.w = 1.0 / r0.w;
r1.w = r1.w * r2.w;
r1.w = ( r0.w >= 0.0 ) ? pd0.z : r1.w;
r0.w = oT6.z * pc[21].w;
r0.w = r0.w * r1.w + -pc[21].x;
r2.w = min( r0.w, pc[21].z );
r2.w = clamp( r2.w, 0.0, 1.0 );
r0.w = r2.w * -r2.w + r2.w;
r0.w = r0.w * pc[12].x;
r0.w = r2.w * r2.w + r0.w;
r0.xyz = r0.xyz * pc[1].xyz;
r1.w = r3.w * oT2.w + -r3.w;
r0.xyz = r0.xyz * oT2.xyz;
r3.w = pc[12].w * r1.w + r3.w;
r1.w = pc[30].x;
r1.xyz = r0.xyz * -r1.www + pc[29].xyz;
r1.w = pc[12].z * ( r2.w - r3.w ) + r3.w;
r1.xyz = r0.www * r1.xyz;
r0.w = oT6.z * pc[29].w + -r1.w;
r0.xyz = r0.xyz * pc[30].xxx + r1.xyz;
r0.w = pc[12].y * r0.w + r1.w;
gl_FragData[0] = r0;
}
Compile of "shadowmodel_vs20" Failed:
//GLSLvp
#version 130
//ATTRIBMAP-00-30-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx
attribute vec4 v0; // 80000000 900f0000
attribute vec4 v1; // 80000003 900f0001
//SAMPLERMASK-0
//SAMPLERTYPES-ffffffff
//HIGHWATER-54
//HIGHWATERBONE-3
uniform vec4 vc[54];
продолжение>>     
пробовал вручную открывать hl2_linux - выскакивает ошибка
unable to load /home/martin/Steam/SteamApps/marsianin_139/Team Fortress 2/bin/filesystem_steam.so
чёрный экран уже минуты две
Диван
отредактировать drirc
по-подробнее можно?
да,действительно, от меня заработало (я приввк все под рутом делать))
GL_NV_texgen_reflection, GL_NV_texture_env_combine4, GL_S3_s3tc, 
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_env_combine,
сейчас попробую запустить
библиотеку поставил,но вторая команда отвечает
No protocol specified
Error: unable to open display :0
что за пакет dirc ? и КАК вообще ставить,если нет .install файла в архиве
Martin_Berger
как поставить библиотеку gl_ext_texture_compression_s3tc? её требует team fortress
заранее спасибо
что с моей проблемой??