martinberger |
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Темы:
14
Сообщения:
83
Участник с: 14 ноября 2012
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Диванкакой адрес конфига? |
martinberger |
|
Темы:
14
Сообщения:
83
Участник с: 14 ноября 2012
|
опять чёрный экран (делаю всё как сказал диван) |
martinberger |
|
Темы:
14
Сообщения:
83
Участник с: 14 ноября 2012
|
>>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 |
martinberger |
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Темы:
14
Сообщения:
83
Участник с: 14 ноября 2012
|
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>> |
martinberger |
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Темы:
14
Сообщения:
83
Участник с: 14 ноября 2012
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пробовал вручную открывать hl2_linux - выскакивает ошибкаunable to load /home/martin/Steam/SteamApps/marsianin_139/Team Fortress 2/bin/filesystem_steam.so |
martinberger |
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Темы:
14
Сообщения:
83
Участник с: 14 ноября 2012
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чёрный экран уже минуты двеДиванпо-подробнее можно? |
martinberger |
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Темы:
14
Сообщения:
83
Участник с: 14 ноября 2012
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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, |
martinberger |
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Темы:
14
Сообщения:
83
Участник с: 14 ноября 2012
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библиотеку поставил,но вторая команда отвечаетNo protocol specified Error: unable to open display :0 |
martinberger |
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Темы:
14
Сообщения:
83
Участник с: 14 ноября 2012
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что за пакет dirc ? и КАК вообще ставить,если нет .install файла в архиве |
martinberger |
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Темы:
14
Сообщения:
83
Участник с: 14 ноября 2012
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Martin_Bergerчто с моей проблемой?? |