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Minecraft Forge Jarfile Access Error

The document is a log file that summarizes the initialization and setup of a Minecraft launcher on an Android device. It lists environment variables and libraries being loaded, including the OpenGL renderer being used. The log indicates the launcher has started successfully and is preparing to launch Minecraft version 1.12.2 using Forge mods on an x86_64 Android device.

Uploaded by

Juan Badillo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
465 views329 pages

Minecraft Forge Jarfile Access Error

The document is a log file that summarizes the initialization and setup of a Minecraft launcher on an Android device. It lists environment variables and libraries being loaded, including the OpenGL renderer being used. The log indicates the launcher has started successfully and is preparing to launch Minecraft version 1.12.2 using Forge mods on an x86_64 Android device.

Uploaded by

Juan Badillo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

--------- beggining with launcher debug

Info: Launcher version: crocus-v3_openjdk


Info: LWJGL3 directory: [[Link], [Link], [Link],
[Link], [Link], [Link], [Link], [Link],
version]
Architecture: x86_64
Info: Custom Java arguments: "-Xms512m -Xmx800m

"
Info: Selected Minecraft version: 1.12.2-forge-14.23.5.2860 (1.12.2)
--------- beginning of system
--------- beginning of main
Added custom env: TMPDIR=/data/user/0/[Link]/cache
Added custom env: AWTSTUB_WIDTH=1366
Added custom env: REGAL_GL_VERSION=4.5
Added custom env: REGAL_GL_VENDOR=Android
Added custom env: LIBGL_MIPMAP=3
Added custom env: allow_higher_compat_version=true
Added custom env: MESA_GLSL_CACHE_DIR=/data/user/0/[Link]/cache
Added custom env:
HOME=/storage/emulated/0/Android/data/[Link]/files/.minecraft
Added custom env:
PATH=/data/user/0/[Link]/runtimes/Internal/bin:/product/bin:/apex/
[Link]/bin:/apex/[Link]/bin:/system_ext/bin:/system/bin:/
system/xbin:/odm/bin:/vendor/bin:/vendor/xbin
Added custom env: force_glsl_extensions_warn=true
Added custom env: LIBGL_NORMALIZE=1
Added custom env:
LD_LIBRARY_PATH=/data/user/0/[Link]/runtimes/Internal/lib/amd64/jli:/
data/user/0/[Link]/runtimes/Internal/lib/amd64:/system/lib64:/vendor/
lib64:/vendor/lib64/hw:/data/app/~~mjGbQ779RCmaETrHoL2Ltg==/[Link]-
QOEHJ5aMvNo1mmKt548Omw==/lib/x86_64
Added custom env: POJAV_RENDERER=opengles3_vgpu
Added custom env: LIBGL_ES=3_vgpu
Added custom env: MESA_LOADER_DRIVER_OVERRIDE=zink
Added custom env: MESA_GLSL_VERSION_OVERRIDE=460
Added custom env: JAVA_HOME=/data/user/0/[Link]/runtimes/Internal
Added custom env: MESA_GL_VERSION_OVERRIDE=4.6
Added custom env: allow_glsl_extension_directive_midshader=true
Added custom env: REGAL_GL_RENDERER=Regal
Added custom env: AWTSTUB_HEIGHT=768
I/LIBGL (31631): Initialising vgpu gl4es
I/LIBGL (31631): vgpu 1.3.6 gl4es 1.1.4 built on Aug 25 2021 [Link]
I/LIBGL (31631): Using GLES 3.0 backend
I/LIBGL (31631): LIBGL:loaded: [Link]
I/LIBGL (31631): loaded: [Link]
I/LIBGL (31631): Using GLES 3.0 backend
I/LIBGL (31631): ========
I/LIBGL (31631): GL_EXTENSIONS is :
I/LIBGL (31631): GL_EXT_debug_marker GL_EXT_blend_minmax GL_EXT_multi_draw_arrays
GL_EXT_texture_filter_anisotropic GL_EXT_texture_compression_s3tc
GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc
GL_EXT_texture_format_BGRA8888 GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth24
GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer
GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_stencil8 GL_OES_texture_3D
GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float
GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_half_float
GL_EXT_draw_instanced GL_EXT_texture_sRGB_decode GL_OES_EGL_image
GL_OES_depth_texture GL_OES_packed_depth_stencil GL_EXT_texture_type_2_10_10_10_REV
GL_NV_conditional_render GL_OES_get_program_binary GL_APPLE_texture_max_level
GL_EXT_discard_framebuffer GL_EXT_read_format_bgra GL_NV_pack_subimage
GL_EXT_frag_depth GL_NV_fbo_color_attachments GL_OES_EGL_image_external
GL_OES_EGL_sync GL_OES_vertex_array_object GL
I/LIBGL (31631): Hardware Full NPOT detected and used
I/LIBGL (31631): Extension GL_EXT_blend_minmax detected and used
I/LIBGL (31631): FBO are in core, and so used
I/LIBGL (31631): PointSprite are in core, and so used
I/LIBGL (31631): CubeMap are in core, and so used
I/LIBGL (31631): BlendColor is in core, and so used
I/LIBGL (31631): Blend Substract is in core, and so used
I/LIBGL (31631): Blend Function and Equation Separation is in core, and so used
I/LIBGL (31631): Texture Mirrored Repeat is in core, and so used
I/LIBGL (31631): Extension GL_OES_mapbuffer detected
I/LIBGL (31631): Extension GL_OES_element_index_uint detected and used
I/LIBGL (31631): Extension GL_OES_packed_depth_stencil detected and used
I/LIBGL (31631): Extension GL_OES_depth24 detected and used
I/LIBGL (31631): Extension GL_OES_rgb8_rgba8 detected and used
I/LIBGL (31631): Extension GL_EXT_multi_draw_arrays detected
I/LIBGL (31631): Extension GL_EXT_texture_format_BGRA8888 detected and used
I/LIBGL (31631): Extension GL_OES_depth_texture detected and used
I/LIBGL (31631): Extension GL_OES_texture_stencil8 detected and used
I/LIBGL (31631): Extension GL_EXT_texture_rg detected and used
I/LIBGL (31631): Extension GL_OES_texture_float detected and used
I/LIBGL (31631): Extension GL_OES_texture_half_float detected and used
I/LIBGL (31631): Extension GL_EXT_color_buffer_float detected and used
I/LIBGL (31631): Extension GL_EXT_color_buffer_half_float detected and used
I/LIBGL (31631): high precision float in fragment shader available and used
I/LIBGL (31631): Extension GL_EXT_frag_depth detected and used
I/LIBGL (31631): Max vertex attrib: 16
I/LIBGL (31631): Extension GL_OES_standard_derivatives detected and used
I/LIBGL (31631): Max texture size: 16384
I/LIBGL (31631): Max Varying Vector: 32
I/LIBGL (31631): Texture Units: 16/16 (hardware: 32), Max lights: 8, Max planes:
6
I/LIBGL (31631): Extension GL_EXT_texture_filter_anisotropic detected and used
I/LIBGL (31631): Max Anisotropic filtering: 16
I/LIBGL (31631): Max Color Attachments: 8 / Draw buffers: 8
I/LIBGL (31631): Hardware vendor is Mesa/[Link]
I/LIBGL (31631): Hardware renderer is virgl (Mesa DRI Intel(R) UHD Graphics 600
(GLK 2))
I/LIBGL (31631): GLSL 300 es supported
I/LIBGL (31631): GLSL 310 es supported and used
I/LIBGL (31631): GLSL 320 es supported and used
I/LIBGL (31631): sRGB surface supported
I/LIBGL (31631): EGLImage to Texture2D supported
I/LIBGL (31631): EGLImage to RenderBuffer supported
I/LIBGL (31631): ignore MipMap
I/LIBGL (31631): Targeting OpenGL 3.0
I/LIBGL (31631): NPOT texture handled in hardware
I/LIBGL (31631): Not trying to batch small subsequent glDrawXXXX
I/LIBGL (31631): try to use VBO
I/LIBGL (31631): glX Will try to recycle EGL Surface
I/LIBGL (31631): Current folder is:/
I/jrelog (31631): dlopen [Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/jli/[Link] success
I/jrelog (31631): dlopen [Link] failed: dlopen failed: library "[Link]" not
found
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/server/[Link]
success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/libawt_headless.so
success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link]
success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] failed:
dlopen failed: library "[Link]" not found: needed by
/data/data/[Link]/runtimes/Internal/lib/amd64/[Link] in namespace
classloader-namespace
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/libawt_headless.so
success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/libjava_crw_demo.so
success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link]
success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link]
success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/jli/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/server/[Link]
success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/libawt_xawt.so success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/libmlib_image.so
success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link]
success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/libjaas_unix.so
success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link]
success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/libdt_socket.so
success
I/jrelog (31631): dlopen
/data/user/0/[Link]/runtimes/Internal/lib/amd64/[Link] success
I/jrelog (31631): dlopen /data/app/~~mjGbQ779RCmaETrHoL2Ltg==/[Link]-
QOEHJ5aMvNo1mmKt548Omw==/lib/x86_64/[Link] success
I/jrelog (31631): Done processing args
I/jrelog (31631): Found JLI lib
I/jrelog (31631): Calling JLI_Launch
OpenJDK 64-Bit Server VM warning:
No monotonic clock was available - timed services may be adversely affected if the
time-of-day clock changes
[Link] [main/INFO] [LaunchWrapper]: Loading tweak class name
[Link]
[Link] [main/INFO] [LaunchWrapper]: Using primary tweak class name
[Link]
[Link] [main/INFO] [LaunchWrapper]: Calling tweak class
[Link]
[Link] [main/INFO] [FML]: Forge Mod Loader version 14.23.5.2860 for Minecraft
1.12.2 loading
[Link] [main/INFO] [FML]: Java is OpenJDK 64-Bit Server VM, version 1.8.0-
internal, running on Linux:amd64:Android-11, installed at
/data/data/[Link]/runtimes/Internal
[Link] [main/INFO] [FML]: Searching
/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods for mods
[Link] [main/INFO] [FML]: Loading tweaker
[Link] from [Link]
[Link] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in
[Link]. This is not recommended, @Mods should be in a
separate jar from the coremod.
[Link] [main/WARN] [FML]: The coremod [Link] does
not have a MCVersion annotation, it may cause issues with this version of Minecraft
[Link] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in Forgelin-
[Link]. This is not recommended, @Mods should be in a separate jar from the
coremod.
[Link] [main/WARN] [FML]: The coremod
[Link] does not have a MCVersion
annotation, it may cause issues with this version of Minecraft
[Link] [main/WARN] [FML]: The coremod ForgelinPlugin
([Link]) is not signed!
[Link] [main/WARN] [FML]: The coremod ObfuscatePlugin
([Link]) is not signed!
[Link] [main/INFO] [FML]: Loading tweaker [Link] from
OptiFine-OptiFine-1.12.2_HD_U_G5.jar
[Link] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in Quark-
[Link]. This is not recommended, @Mods should be in a separate jar from the
coremod.
[Link] [main/WARN] [FML]: The coremod Quark Plugin
([Link]) is not signed!
[Link] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in
[Link]. This is not recommended, @Mods should be in a separate jar
from the coremod.
[Link] [main/WARN] [FML]: The coremod [Link] does
not have a MCVersion annotation, it may cause issues with this version of Minecraft
[Link] [main/WARN] [FML]: The coremod ThiccEntities Plugin
([Link]) is not signed!
[Link] [main/INFO] [LaunchWrapper]: Loading tweak class name
[Link]
[Link] [main/INFO] [LaunchWrapper]: Loading tweak class name
[Link]
[Link] [main/INFO] [LaunchWrapper]: Loading tweak class name
[Link]
[Link] [main/INFO] [LaunchWrapper]: Loading tweak class name
[Link]
[Link] [main/INFO] [LaunchWrapper]: Calling tweak class
[Link]
[Link] [main/INFO] [LaunchWrapper]: Calling tweak class
[Link]
[Link] [main/INFO] [LaunchWrapper]: Calling tweak class
[Link]
[Link] [main/INFO] [STDOUT]: [[Link]:dbg:56]:
OptiFineForgeTweaker: acceptOptions
[Link] [main/INFO] [STDOUT]: [[Link]:dbg:56]:
OptiFineForgeTweaker: injectIntoClassLoader
[Link] [main/INFO] [STDOUT]: [[Link]:dbg:242]:
OptiFine ClassTransformer
[Link] [main/INFO] [STDOUT]: [[Link]:dbg:242]:
OptiFine ZIP file:
/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
OptiFine-OptiFine-1.12.2_HD_U_G5.jar
[Link] [main/INFO] [LaunchWrapper]: Calling tweak class
[Link]$FMLPluginWrapper
[Link] [main/INFO] [FML]: Found valid fingerprint for Minecraft Forge.
Certificate fingerprint e3c3d50c7c986df74c645c0ac54639741c90a557
[Link] [main/INFO] [FML]: Found valid fingerprint for Minecraft. Certificate
fingerprint cd99959656f753dc28d863b46769f7f8fbaefcfc
[Link] [main/INFO] [LaunchWrapper]: Calling tweak class
[Link]$FMLPluginWrapper
[Link] [main/INFO] [LaunchWrapper]: Calling tweak class
[Link]$FMLPluginWrapper
[Link] [main/INFO] [LaunchWrapper]: Calling tweak class
[Link]
[Link] [main/INFO] [LaunchWrapper]: Calling tweak class
[Link]
[Link] [main/INFO] [LaunchWrapper]: Calling tweak class
[Link]$FMLPluginWrapper
[Link] [main/INFO] [LaunchWrapper]: Calling tweak class
[Link]$FMLPluginWrapper
[Link] [main/INFO] [LaunchWrapper]: Calling tweak class
[Link]$FMLPluginWrapper
[Link] [main/INFO] [LaunchWrapper]: Calling tweak class
[Link]$FMLPluginWrapper
[Link] [main/INFO] [LaunchWrapper]: Loading tweak class name
[Link]
[Link] [main/INFO] [LaunchWrapper]: Calling tweak class
[Link]
[Link] [main/INFO] [STDOUT]: [[Link]:dbg:56]:
OptiFineForgeTweaker: getLaunchArguments
[Link] [main/INFO] [LaunchWrapper]: Launching wrapped minecraft
{[Link]}
[Link] [main/INFO] [BetterFps]: Patching [Link]...
(bib)
[Link] [main/INFO] [Thicc ASM]: Transforming EntityPlayer
[Link] [main/INFO] [Thicc ASM]: Applying Transformation to method (Names
[getDefaultEyeHeight, ] Descriptor ()F)
[Link] [main/INFO] [Thicc ASM]: Attempting to insert: Default eye height
[Link] [main/INFO] [Thicc ASM]: Patch result: Success
[Link] [main/INFO] [Quark ASM]: Transforming [Link]
[Link] [main/INFO] [Quark ASM]: Applying Transformation to method (Names [move,
func_70091_d] Descriptor (Lnet/minecraft/entity/MoverType;DDD)V)
[Link] [main/INFO] [Quark ASM]: Located Method, patching...
[Link] [main/INFO] [Quark ASM]: Patch result: true
[Link] [main/INFO] [Quark ASM]: Located Method, patching...
[Link] [main/INFO] [Quark ASM]: Located patch target node INVOKEVIRTUAL
net/minecraft/entity/Entity.func_145775_I ()V
[Link] [main/INFO] [Quark ASM]: Patch result: true
[Link] [main/INFO] [Quark ASM]: Applying Transformation to method (Names
[onEntityUpdate, func_70030_z] Descriptor ()V)
[Link] [main/INFO] [Quark ASM]: Located Method, patching...
[Link] [main/INFO] [Quark ASM]: Patch result: true
[Link] [main/INFO] [Thicc ASM]: Transforming Entity
[Link] [main/INFO] [Thicc ASM]: Applying Transformation to method (Names
[setSize, func_70105_a] Descriptor (FF)V)
[Link] [main/INFO] [Thicc ASM]: Attempting to insert: Size hook
[Link] [main/INFO] [Thicc ASM]: Patch result: Success
[Link] [main/INFO] [Thicc ASM]: Applying Transformation to method (Names
[getEyeHeight, func_70047_e] Descriptor ()F)
[Link] [main/INFO] [Thicc ASM]: Attempting to insert: Rescale original height
[Link] [main/INFO] [Thicc ASM]: Patch result: Success
[Link] [main/INFO] [Thicc ASM]: Applying Transformation to method (Names
[getEyeHeight, func_70047_e] Descriptor ()F)
[Link] [main/INFO] [Thicc ASM]: Attempting to insert: Eye height hook
[Link] [main/INFO] [Thicc ASM]: Patch result: Success
[Link] [main/INFO] [BetterFps]: Patching
[Link]... (bud)
[Link] [main/INFO] [Quark ASM]: Transforming
[Link]
[Link] [main/INFO] [Quark ASM]: Applying Transformation to method (Names
[drawScreen, func_73863_a] Descriptor (IIF)V)
[Link] [main/INFO] [Quark ASM]: Located Method, patching...
[Link] [main/INFO] [Quark ASM]: Located patch target node INVOKEVIRTUAL
net/minecraft/client/gui/inventory/GuiContainer.func_146979_b (II)V
[Link] [main/INFO] [Quark ASM]: Patch result: true
[Link] [main/INFO] [STDERR]: [[Link]:printError:493]: [LWJGL]
Failed to load a library. Possible solutions:
a) Add the directory that contains the shared library to -[Link]
or -[Link].
b) Add the JAR that contains the shared library to the classpath.
[Link] [main/INFO] [STDERR]: [[Link]:printError:495]: [LWJGL]
Enable debug mode with -[Link]=true for better diagnostics.
[Link] [main/INFO] [STDERR]: [[Link]:printError:497]: [LWJGL]
Enable the SharedLibraryLoader debug mode with -[Link]=true
for better diagnostics.
[Link] [main/INFO] [Quark ASM]: Transforming [Link]
[Link] [main/INFO] [Quark ASM]: Applying Transformation to method (Names
[areAllPlayersAsleep, func_73056_e] Descriptor ()Z)
[Link] [main/INFO] [Quark ASM]: Located Method, patching...
[Link] [main/INFO] [Quark ASM]: Patch result: true
[Link] [main/INFO] [Quark ASM]: Applying Transformation to method (Names
[wakeAllPlayers, func_73053_d] Descriptor ()V)
[Link] [main/INFO] [Quark ASM]: Located Method, patching...
[Link] [main/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [minecraft/Minecraft]: Setting user: Max77a22
[Link] [Client thread/INFO] [BetterFps]: Patching [Link]...
(aow)
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [canApply, func_92089_a] Descriptor (Lnet/minecraft/item/ItemStack;)Z)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node IRETURN
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [onUpdate, func_70071_h_] Descriptor ()V)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [getTextComponent, func_151000_E] Descriptor
()Lnet/minecraft/util/text/ITextComponent;)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node ARETURN
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [isBlocked, func_176372_g] Descriptor
(Lnet/minecraft/world/World;Lnet/minecraft/util/math/BlockPos;Lnet/minecraft/
block/state/IBlockState;)Z)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node IRETURN
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node IRETURN
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [BetterFps]: Patching math utils with "RIVENS_HALF"
algorithm
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [canPush, func_185646_a] Descriptor
(Lnet/minecraft/block/state/IBlockState;Lnet/minecraft/world/World;Lnet/minecraft/
util/math/BlockPos;Lnet/minecraft/util/EnumFacing;ZLnet/minecraft/util/
EnumFacing;)Z)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node
INVOKEVIRTUAL net/minecraft/block/[Link]
(Lnet/minecraft/block/state/IBlockState;)Z
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [doMove, func_176319_a] Descriptor
(Lnet/minecraft/world/World;Lnet/minecraft/util/math/BlockPos;Lnet/minecraft/util/
EnumFacing;Z)Z)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node
INVOKEVIRTUAL net/minecraft/block/state/BlockPistonStructureHelper.func_177254_c
()Ljava/util/List;
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [doMove, func_176319_a] Descriptor
(Lnet/minecraft/world/World;Lnet/minecraft/util/math/BlockPos;Lnet/minecraft/util/
EnumFacing;Z)Z)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node
INVOKESPECIAL net/minecraft/block/state/BlockPistonStructureHelper.<init>
(Lnet/minecraft/world/World;Lnet/minecraft/util/math/BlockPos;Lnet/minecraft/util/
EnumFacing;Z)V
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [checkForMove, func_176316_e] Descriptor
(Lnet/minecraft/world/World;Lnet/minecraft/util/math/BlockPos;Lnet/minecraft/
block/state/IBlockState;)V)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node
INVOKESPECIAL net/minecraft/block/state/BlockPistonStructureHelper.<init>
(Lnet/minecraft/world/World;Lnet/minecraft/util/math/BlockPos;Lnet/minecraft/util/
EnumFacing;Z)V
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [update, func_73660_a] Descriptor ()V)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [clearPistonTileEntity, func_145866_f] Descriptor ()V)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node
INVOKEVIRTUAL net/minecraft/world/World.func_180501_a
(Lnet/minecraft/util/math/BlockPos;Lnet/minecraft/block/state/IBlockState;I)Z
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [update, func_73660_a] Descriptor ()V)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node
INVOKEVIRTUAL net/minecraft/world/World.func_180501_a
(Lnet/minecraft/util/math/BlockPos;Lnet/minecraft/block/state/IBlockState;I)Z
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [BetterFps]: Patching
[Link]... (avh)
[Link] [Client thread/INFO] [BetterFps]: Patching
[Link]... (arl)
[Link] [Client thread/INFO] [BetterFps]: Patching
[Link]... (avw)
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [canApply, func_92089_a] Descriptor (Lnet/minecraft/item/ItemStack;)Z)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node IRETURN
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node IRETURN
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [killMinecart, func_94095_a] Descriptor
(Lnet/minecraft/util/DamageSource;)V)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node
INVOKEVIRTUAL net/minecraft/entity/item/EntityMinecart.func_70099_a
(Lnet/minecraft/item/ItemStack;F)Lnet/minecraft/entity/item/EntityItem;
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [attackEntityFrom, func_70097_a] Descriptor
(Lnet/minecraft/util/DamageSource;F)Z)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node
INVOKEVIRTUAL net/minecraft/entity/item/EntityBoat.func_145778_a
(Lnet/minecraft/item/Item;IF)Lnet/minecraft/entity/item/EntityItem;
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [appendHoverTextFromTileEntityTag, func_185054_a] Descriptor
(Lnet/minecraft/item/ItemStack;Ljava/util/List;)V)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node BIPUSH 6
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [isSuitableTarget, func_179445_a] Descriptor
(Lnet/minecraft/entity/EntityLiving;Lnet/minecraft/entity/EntityLivingBase;ZZ)Z)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]$RecipeAddPattern
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [matches, func_77569_a] Descriptor
(Lnet/minecraft/inventory/InventoryCrafting;Lnet/minecraft/world/World;)Z)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node INVOKESTATIC
net/minecraft/tileentity/TileEntityBanner.func_175113_c
(Lnet/minecraft/item/ItemStack;)I
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [transferStackInSlot, func_82846_b] Descriptor
(Lnet/minecraft/entity/player/EntityPlayer;I)Lnet/minecraft/item/ItemStack;)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node
INVOKEVIRTUAL net/minecraft/inventory/ContainerMerchant.func_75135_a
(Lnet/minecraft/item/ItemStack;IIZ)Z
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node
INVOKEVIRTUAL net/minecraft/inventory/ContainerMerchant.func_75135_a
(Lnet/minecraft/item/ItemStack;IIZ)Z
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node
INVOKEVIRTUAL net/minecraft/inventory/ContainerMerchant.func_75135_a
(Lnet/minecraft/item/ItemStack;IIZ)Z
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node
INVOKEVIRTUAL net/minecraft/inventory/ContainerMerchant.func_75135_a
(Lnet/minecraft/item/ItemStack;IIZ)Z
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [BetterFps Update Checker/WARN] [BetterFps]: Could not check for
updates: [Link]
[Link] [Client thread/INFO] [[Link]]: [OptiFine] ***
Reflector Forge ***
[Link] [Client thread/INFO] [BetterFps]: Patching
[Link]... (buq)
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [renderWorldPass, func_175068_a] Descriptor (IFJ)V)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node
INVOKEVIRTUAL net/minecraft/client/renderer/EntityRenderer.func_78479_a (FI)V
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [renderEntity, func_188391_a] Descriptor
(Lnet/minecraft/entity/Entity;DDDFFZ)V)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node
INVOKEVIRTUAL net/minecraft/client/renderer/entity/Render.func_76986_a
(Lnet/minecraft/entity/Entity;DDDFF)V
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [renderEntityOnFire, func_76977_a] Descriptor
(Lnet/minecraft/entity/Entity;DDDF)V)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Thicc ASM]: Transforming Render
[Link] [Client thread/INFO] [Thicc ASM]: Applying Transformation to method
(Names [renderShadow, func_76975_c] Descriptor
(Lnet/minecraft/entity/Entity;DDDFF)V)
[Link] [Client thread/INFO] [Thicc ASM]: Attempting to insert: Resize shadow
[Link] [Client thread/INFO] [Thicc ASM]: Patch result: Success
[Link] [Client thread/INFO] [[Link]]: [OptiFine] ***
Reflector Vanilla ***
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [setRotationAngles, func_78087_a] Descriptor
(FFFFFFLnet/minecraft/entity/Entity;)V)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node RETURN
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [doRender, func_188300_b] Descriptor
(Lnet/minecraft/entity/item/EntityBoat;DDDFF)V)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node
INVOKEINTERFACE net/minecraft/client/model/IMultipassModel.func_187054_b
(Lnet/minecraft/entity/Entity;FFFFFF)V
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
EGLBridge: Initializing
EGLBridge: Initialized!
EGLBridge: ThreadID=31904
EGLBridge: EGLDisplay=0x70d942439000, EGLSurface=0x70d8db25a180
EGLBridge: Created CTX pointer = 0x70d8db50a180
[Link] [Client thread/INFO] [STDOUT]: [[Link]:<init>:104]:
LWJGLX: ready-handle context created
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: [Link]: Trace
exception
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link]([Link])
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link]([Link])
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link]([Link])
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link].<clinit>([Link])
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link]([Link])
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link]$Options.<clinit>([Link])
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link].<init>([Link])
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link].func_71384_a([Link])
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link].func_99999_d([Link])
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link](SourceFile:123)
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link].invoke0(Native Method)
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link]([Link])
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link]([Link]
3)
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link]([Link])
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link]([Link])
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link]([Link])
EGLBridge: Comparing: thr=31904, this=0x70d8db50a180, curr=0x0
EGLBridge: Making current on window 0x70d8db50a180 on thread 31904
EGLBridge: eglMakeCurrent() succeed!
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:glfwMakeContextCurrent:1007]: 70d8db50a180
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:initCapabilities:13]: LWJGLX: GL caps init
EGLBridge: Comparing: thr=31904, this=0x70d8db50a180, curr=0x70d8db50a180
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/WARN] [minecraft/GameSettings]: Skipping bad option:
lastServer:
[Link] [Client thread/INFO] [minecraft/Minecraft]: LWJGL Version: 3.2.3
SNAPSHOT
[Link] [Client thread/INFO] [STDERR]: [[Link]:setIcon:955]:
[Link]
[Link] [Client thread/INFO] [STDERR]: [[Link]:setIcon:955]:
at [Link]$Default.<init>([Link])
[Link] [Client thread/INFO] [STDERR]: [[Link]:setIcon:955]:
at [Link].<init>([Link])
[Link] [Client thread/INFO] [STDERR]: [[Link]:setIcon:955]:
at [Link].<init>([Link])
[Link] [Client thread/INFO] [STDERR]: [[Link]:setIcon:955]:
at [Link]$Buffer.<init>([Link])
[Link] [Client thread/INFO] [STDERR]: [[Link]:setIcon:955]:
at [Link]([Link])
[Link] [Client thread/INFO] [STDERR]: [[Link]:setIcon:955]:
at [Link].func_175594_ao([Link])
[Link] [Client thread/INFO] [STDERR]: [[Link]:setIcon:955]:
at [Link].func_71384_a([Link])
[Link] [Client thread/INFO] [STDERR]: [[Link]:setIcon:955]:
at [Link].func_99999_d([Link])
[Link] [Client thread/INFO] [STDERR]: [[Link]:setIcon:955]:
at [Link](SourceFile:123)
[Link] [Client thread/INFO] [STDERR]: [[Link]:setIcon:955]:
at [Link].invoke0(Native Method)
[Link] [Client thread/INFO] [STDERR]: [[Link]:setIcon:955]:
at
[Link]([Link])
[Link] [Client thread/INFO] [STDERR]: [[Link]:setIcon:955]:
at
[Link]([Link]
3)
[Link] [Client thread/INFO] [STDERR]: [[Link]:setIcon:955]:
at [Link]([Link])
[Link] [Client thread/INFO] [STDERR]: [[Link]:setIcon:955]:
at [Link]([Link])
[Link] [Client thread/INFO] [STDERR]: [[Link]:setIcon:955]:
at [Link]([Link])
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:glfwSetWindowSize:1088]: GLFW: Set size for window
124076694741376, width=1366, height=768
EGLBridge: Created CTX pointer = 0x70d8d89f6c80
[Link] [Client thread/INFO] [STDOUT]: [[Link]:<init>:104]:
LWJGLX: ready-handle context created
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: [Link]: Trace
exception
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link]([Link])
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link]([Link])
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link]([Link])
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link]([Link])
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link].func_175609_am([Link])
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link].func_71384_a([Link])
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link].func_99999_d([Link])
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link](SourceFile:123)
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link].invoke0(Native Method)
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link]([Link])
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link]([Link]
3)
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link]([Link])
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link]([Link])
[Link] [Client thread/INFO] [STDERR]:
[[Link]:glfwMakeContextCurrent:1004]: at
[Link]([Link])
EGLBridge: Comparing: thr=31904, this=0x70d8d89f6c80, curr=0x70d8db50a180
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:glfwMakeContextCurrent:1007]: 70d8db50a180
[Link] [Client thread/INFO] [Config]: [OptiFine]
[Link] [Client thread/INFO] [Config]: [OptiFine] OptiFine_1.12.2_HD_U_G5
[Link] [Client thread/INFO] [Config]: [OptiFine] Build: 20210124-142939
[Link] [Client thread/INFO] [Config]: [OptiFine] OS: Linux (amd64) version
Android-11
[Link] [Client thread/INFO] [Config]: [OptiFine] Java: 1.8.0-internal, Oracle
Corporation
[Link] [Client thread/INFO] [Config]: [OptiFine] VM: OpenJDK 64-Bit Server VM
(mixed mode), Oracle Corporation
[Link] [Client thread/INFO] [Config]: [OptiFine] LWJGL: 3.2.3 SNAPSHOT
[Link] [Client thread/INFO] [Config]: [OptiFine] OpenGL: vgpu 1.3.6, version
3.0, vgpu
[Link] [Client thread/INFO] [Config]: [OptiFine] OpenGL Version: 3.0.0
[Link] [Client thread/INFO] [Config]: [OptiFine] OpenGL Occlussion culling: Not
available (GL_ARB_occlusion_query)
[Link] [Client thread/INFO] [Config]: [OptiFine] Maximum texture size:
16384x16384
[Link] [VersionCheck/INFO] [Config]: [OptiFine] Checking for new version
[Link] [Client thread/INFO] [[Link]]: [Shaders] OpenGL
Version: 3.0
[Link] [Client thread/INFO] [[Link]]: [Shaders] Vendor:
vgpu
[Link] [Client thread/INFO] [[Link]]: [Shaders] Renderer:
vgpu 1.3.6
[Link] [Client thread/INFO] [[Link]]: [Shaders]
Capabilities: 2.0 2.1 3.0 - -
[Link] [Client thread/INFO] [[Link]]: [Shaders]
GL_MAX_DRAW_BUFFERS: 8
[Link] [Client thread/INFO] [[Link]]: [Shaders]
GL_MAX_COLOR_ATTACHMENTS_EXT: 8
[Link] [Client thread/INFO] [[Link]]: [Shaders]
GL_MAX_TEXTURE_IMAGE_UNITS: 16
[Link] [Client thread/INFO] [[Link]]: [Shaders] Load
shaders configuration.
[Link] [Client thread/INFO] [[Link]]: [Shaders] No
shaderpack loaded.
[Link] [Client thread/INFO] [Config]: [OptiFine] [Shaders] Delayed loading of
block mappings after resources are loaded
[Link] [Client thread/INFO] [Config]: [OptiFine] [Shaders] Delayed loading of
item mappings after resources are loaded
[Link] [Client thread/INFO] [Config]: [OptiFine] [Shaders] Delayed loading of
entity mappings after resources are loaded
[Link] [Client thread/INFO] [Config]: [OptiFine] VboRegions not supported,
missing: OpenGL 1.3, ARB_copy_buffer
[Link] [VersionCheck/INFO] [Config]: [OptiFine] Version found: G5
[Link] [Client thread/INFO] [FML]: Forge Mod Loader has detected optifine
OptiFine_1.12.2_HD_U_G5, enabling compatibility features
[Link] [Client thread/INFO] [FML]: MinecraftForge v14.23.5.2860 Initialized
[Link] [Client thread/INFO] [FML]: Starts to replace vanilla recipe ingredients
with ore ingredients.
[Link] [Client thread/INFO] [FML]: Invalid recipe found with multiple oredict
ingredients in the same ingredient...
[Link] [Client thread/INFO] [FML]: Replaced 1227 ore ingredients
[Link] [Client thread/INFO] [FML]: Searching
/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods for mods
[Link] [Client thread/WARN] [FML]: Mod mobends is missing the required element
'version' and a [Link] file could not be found. Falling back to
metadata version 1.2.1
[Link] [Client thread/INFO] [FML]: Forge Mod Loader has identified 30 mods to
load
[Link] [Client thread/INFO] [FML]: Attempting connection with missing mods
[minecraft, mcp, FML, forge, obfuscate, advancedrifles, attackingzombies,
autoreglib, badmobs, bloodmoon, extendedrenderer, coroutil, configmod,
epicsiegemod, forgelin, cgm, ichunutil, ironfurnaces, jei, mistcore,
mobdismemberment, mobends, mobsunscreen, quark, spartanshields, spartanweaponry,
thiccentities, travelersbackpack, zombieawareness, orelib] at CLIENT
[Link] [Client thread/INFO] [FML]: Attempting connection with missing mods
[minecraft, mcp, FML, forge, obfuscate, advancedrifles, attackingzombies,
autoreglib, badmobs, bloodmoon, extendedrenderer, coroutil, configmod,
epicsiegemod, forgelin, cgm, ichunutil, ironfurnaces, jei, mistcore,
mobdismemberment, mobends, mobsunscreen, quark, spartanshields, spartanweaponry,
thiccentities, travelersbackpack, zombieawareness, orelib] at SERVER
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [causePlayerDamage, func_76365_a] Descriptor
(Lnet/minecraft/entity/player/EntityPlayer;)Lnet/minecraft/util/DamageSource;)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [minecraft/SimpleReloadableResourceManager]:
Reloading ResourceManager: BetterFps, Default, FMLFileResourcePack:Forge Mod
Loader, FMLFileResourcePack:Minecraft Forge, FMLFileResourcePack:Advanced Rifles,
FMLFileResourcePack:Attacking Zombies, FMLFileResourcePack:AutoRegLib,
FMLFileResourcePack:Bad Mobs, FMLFileResourcePack:Bloodmoon,
FMLFileResourcePack:Extended Renderer, FMLFileResourcePack:CoroUtil Library,
FMLFileResourcePack:Extended Mod Config, FMLFileResourcePack:Epic Siege Mod,
FMLFileResourcePack:Shadowfacts' Forgelin, FMLFileResourcePack:MrCrayfish's Gun
Mod, FMLFileResourcePack:iChunUtil, FMLFileResourcePack:Iron Furnaces,
FMLFileResourcePack:Just Enough Items, FMLFileResourcePack:Mist Core,
FMLFileResourcePack:MobDismemberment, FMLFileResourcePack:Mo' Bends,
FMLFileResourcePack:mobsunscreen, FMLFileResourcePack:Quark,
FMLFileResourcePack:Spartan Shields, FMLFileResourcePack:Spartan Weaponry,
FMLFileResourcePack:Thicc Entities, FMLFileResourcePack:Traveler's Backpack,
FMLFileResourcePack:Zombie Awareness, FMLFileResourcePack:OreLib Support Mod,
Tissou's Zombie Pack [Link]
[Link] [Client thread/INFO] [Obfuscate]: Applying ASM to RenderItem
[Link] [Client thread/INFO] [Obfuscate]: Successfully patched RenderItem
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [renderItem, func_180454_a] Descriptor
(Lnet/minecraft/item/ItemStack;Lnet/minecraft/client/renderer/block/model/
IBakedModel;)V)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [renderEffect, func_191966_a] Descriptor
(Lnet/minecraft/client/renderer/block/model/IBakedModel;)V)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node LDC -8372020
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node LDC -8372020
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [FML]: Processing ObjectHolder annotations
[Link] [Client thread/INFO] [FML]: Found 1216 ObjectHolder annotations
[Link] [Client thread/INFO] [FML]: Identifying ItemStackHolder annotations
[Link] [Client thread/INFO] [FML]: Found 0 ItemStackHolder annotations
[Link] [Client thread/INFO] [FML]: Configured a dormant chunk cache size of 0
[Link] [Forge Version Check/INFO] [[Link]]: [travelersbackpack]
Starting version check at
[Link]
[Link] [Client thread/INFO] [Obfuscate]: Successfully injected SyncedPlayerData
capability
[Link] [Client thread/INFO] [FML]: OBJLoader: Domain attackingzombies has been
added.
[Link] [Forge Version Check/INFO] [[Link]]: [travelersbackpack]
Found status: AHEAD Target: null
[Link] [Forge Version Check/INFO] [[Link]]: [orelib] Starting
version check at
[Link]
[Link] [Forge Version Check/INFO] [[Link]]: [orelib] Found status:
UP_TO_DATE Target: null
[Link] [Forge Version Check/INFO] [[Link]]: [forge] Starting
version check at
[Link]
[Link] [Forge Version Check/INFO] [[Link]]: [forge] Found status:
AHEAD Target: null
[Link] [Client thread/INFO] [Quark]: Module vanity is enabled
[Link] [Client thread/INFO] [Quark]: Module building is enabled
[Link] [Client thread/INFO] [Quark]: Module decoration is enabled
[Link] [Client thread/INFO] [Quark]: Module experimental is enabled
[Link] [Client thread/INFO] [Quark]: Module client is enabled
[Link] [Client thread/INFO] [Quark]: Module world is enabled
[Link] [Client thread/INFO] [Quark]: Module automation is enabled
[Link] [Client thread/INFO] [Quark]: Module management is enabled
[Link] [Client thread/INFO] [Quark]: Module misc is enabled
[Link] [Client thread/INFO] [Quark]: Module tweaks is enabled
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [render, func_192841_a] Descriptor
(Lnet/minecraft/tileentity/TileEntityPiston;DDDFIF)V)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [minecraft/SimpleReloadableResourceManager]:
Reloading ResourceManager: BetterFps, Default, FMLFileResourcePack:Forge Mod
Loader, FMLFileResourcePack:Minecraft Forge, FMLFileResourcePack:Advanced Rifles,
FMLFileResourcePack:Attacking Zombies, FMLFileResourcePack:AutoRegLib,
FMLFileResourcePack:Bad Mobs, FMLFileResourcePack:Bloodmoon,
FMLFileResourcePack:Extended Renderer, FMLFileResourcePack:CoroUtil Library,
FMLFileResourcePack:Extended Mod Config, FMLFileResourcePack:Epic Siege Mod,
FMLFileResourcePack:Shadowfacts' Forgelin, FMLFileResourcePack:MrCrayfish's Gun
Mod, FMLFileResourcePack:iChunUtil, FMLFileResourcePack:Iron Furnaces,
FMLFileResourcePack:Just Enough Items, FMLFileResourcePack:Mist Core,
FMLFileResourcePack:MobDismemberment, FMLFileResourcePack:Mo' Bends,
FMLFileResourcePack:mobsunscreen, FMLFileResourcePack:Quark,
FMLFileResourcePack:Spartan Shields, FMLFileResourcePack:Spartan Weaponry,
FMLFileResourcePack:Thicc Entities, FMLFileResourcePack:Traveler's Backpack,
FMLFileResourcePack:Zombie Awareness, FMLFileResourcePack:OreLib Support Mod,
quark-texture-proxy, quark-emote-pack, Tissou's Zombie Pack [Link]
Mar 15, 2023 [Link] AM [Link] setup
INFO: Ping interval: 600.0
Mar 15, 2023 [Link] AM [Link] updateAssets
INFO: New assets detected
[Link] [Client thread/INFO] [Spartan Shields]: Starting up Spartan Shields!
[Link] [Client thread/INFO] [Spartan Weaponry]: Starting up Spartan Weaponry!
[Link] [Client thread/INFO] [Spartan Weaponry]: API: Loaded internal method
handler. API functionality should work now!
[Link] [Client thread/INFO] [Spartan Weaponry]: Defined config version: 2.0 -
Loaded config version: 2.0
[Link] [Client thread/INFO] [travelersbackpack]: Registered the class
[Link] as a FluidEffect for water
with the ID 0
[Link] [Client thread/INFO] [travelersbackpack]: Registered the class
[Link] as a FluidEffect for lava
with the ID 1
[Link] [Client thread/INFO] [travelersbackpack]: Registered the class
[Link] as a FluidEffect for milk
with the ID 2
[Link] [Client thread/INFO] [travelersbackpack]: Registered the class
[Link] as a FluidEffect for
potion with the ID 3
[Link] [Client thread/INFO] [travelersbackpack]: Starting the Integration
Handler.
[Link] [Client thread/INFO] [travelersbackpack]: Didn't find any possible mod
integration(s)!
[Link] [Client thread/INFO] [orelib]: Loading language resources [orelib:en_us]
[Link] [Client thread/INFO] [FML]: Applying holder lookups
[Link] [Client thread/INFO] [FML]: Holder lookups applied
[Link] [Client thread/INFO] [Spartan Shields]: Items Registered!
[Link] [Client thread/INFO] [Spartan Weaponry]: Registering 10 modded material
based weapons
[Link] [Client thread/INFO] [Spartan Weaponry]: Adding weapons for material:
Copper
[Link] [Client thread/INFO] [Spartan Weaponry]: Adding weapons for material:
Tin
[Link] [Client thread/INFO] [Spartan Weaponry]: Adding weapons for material:
Bronze
[Link] [Client thread/INFO] [Spartan Weaponry]: Adding weapons for material:
Steel
[Link] [Client thread/INFO] [Spartan Weaponry]: Adding weapons for material:
Silver
[Link] [Client thread/INFO] [Spartan Weaponry]: Adding weapons for material:
Invar
[Link] [Client thread/INFO] [Spartan Weaponry]: Adding weapons for material:
Platinum
[Link] [Client thread/INFO] [Spartan Weaponry]: Adding weapons for material:
Electrum
[Link] [Client thread/INFO] [Spartan Weaponry]: Adding weapons for material:
Nickel
[Link] [Client thread/INFO] [Spartan Weaponry]: Adding weapons for material:
Lead
[Link] [Client thread/INFO] [Spartan Weaponry]: Items Registered!
[Link] [Client thread/INFO] [FML]: Applying holder lookups
[Link] [Client thread/INFO] [FML]: Holder lookups applied
[Link] [Client thread/INFO] [Spartan Weaponry]: Registered Enchantments!
[Link] [Client thread/INFO] [Spartan Weaponry]: Registering entities!
[Link] [Client thread/INFO] [FML]: Applying holder lookups
[Link] [Client thread/INFO] [FML]: Holder lookups applied
[Link] [Client thread/INFO] [Spartan Shields]: Registered all item renders!
[Link] [Client thread/INFO] [Spartan Shields]: Registered all block renders!
[Link] [Client thread/INFO] [Spartan Weaponry]: Registered all item renders!
[Link] [Client thread/INFO] [FML]: Applying holder lookups
[Link] [Client thread/INFO] [FML]: Holder lookups applied
[Link] [Client thread/INFO] [FML]: Injecting itemstacks
[Link] [Client thread/INFO] [FML]: Itemstack injection complete
[Link] [Client thread/INFO] [Config]: [OptiFine] *** Reloading textures ***
[Link] [Client thread/INFO] [Config]: [OptiFine] Resource packs: Tissou's
Zombie Pack [Link]
[Link] [Client thread/INFO] [Config]: [OptiFine] EmissiveTextures: Loading
optifine/[Link]
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 434
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 1
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 307
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 1
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
[Link] [Client thread/WARN] [minecraft/SoundHandler]: Invalid [Link]
[Link]: [Link]: End of input at line 1
column 1 path $
at [Link].func_193838_a(SourceFile:506) ~[[Link]:?]
at [Link].func_193841_a(SourceFile:522) ~[[Link]:?]
at
[Link].func_175085_a([Link])
~[[Link]:?]
at
[Link].func_110549_a([Link])
[[Link]:?]
at
[Link].func_110542_a(Simple
[Link]) [[Link]:?]
at [Link].func_71384_a([Link])
[[Link]:?]
at [Link].func_99999_d([Link])
[[Link]:?]
at [Link](SourceFile:123) [[Link]:?]
at [Link].invoke0(Native Method) ~[?:1.8.0-
internal]
at
[Link]([Link])
~[?:1.8.0-internal]
at
[Link]([Link]
3) ~[?:1.8.0-internal]
at [Link]([Link]) ~[?:1.8.0-internal]
at [Link]([Link]) [launchwrapper-
[Link]:?]
at [Link]([Link]) [launchwrapper-
[Link]:?]
Caused by: [Link]: End of input at line 1 column 1 path $
at [Link]([Link])
~[[Link]:?]
at [Link]([Link])
~[[Link]:?]
at [Link]([Link])
~[[Link]:?]
at
[Link]$[Link](MapTypeAdapterFact
[Link]) ~[MapTypeAdapterFactory$[Link]:?]
at
[Link]$[Link](MapTypeAdapterFact
[Link]) ~[MapTypeAdapterFacto
ry$[Link]:?]
at [Link].func_193838_a(SourceFile:504) ~[[Link]:?]
... 13 more
[Link] [Sound Library Loader/INFO] [minecraft/SoundManager]: Starting up
SoundSystem...
[Link] [Thread-4/INFO] [minecraft/SoundManager]: Initializing LWJGL OpenAL
[Link] [Thread-4/INFO] [minecraft/SoundManager]: (The LWJGL binding of OpenAL.
For more information, see [Link]
[ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted
(1)
[Link] [Thread-4/INFO] [minecraft/SoundManager]: OpenAL initialized.
[Link] [Sound Library Loader/INFO] [minecraft/SoundManager]: Sound engine
started
[Link] [Client thread/INFO] [Config]: [OptiFine] Multitexture: false
[Link] [Client thread/INFO] [Config]: [OptiFine] Multipass connected textures:
false
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/0_glass_white/glass_pane_white.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/0_glass_white/glass_white.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/10_glass_purple/glass_pane_purple.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/10_glass_purple/glass_purple.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/11_glass_blue/glass_blue.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/11_glass_blue/glass_pane_blue.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/12_glass_brown/glass_brown.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/12_glass_brown/glass_pane_brown.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/13_glass_green/glass_green.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/13_glass_green/glass_pane_green.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/14_glass_red/glass_pane_red.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/14_glass_red/glass_red.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/15_glass_black/glass_black.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/15_glass_black/glass_pane_black.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/1_glass_orange/glass_orange.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/1_glass_orange/glass_pane_orange.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/2_glass_magenta/glass_magenta.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/2_glass_magenta/glass_pane_magenta.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/3_glass_light_blue/glass_light_blue.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/3_glass_light_blue/glass_pane_light_blue.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/4_glass_yellow/glass_pane_yellow.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/4_glass_yellow/glass_yellow.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/5_glass_lime/glass_lime.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/5_glass_lime/glass_pane_lime.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/6_glass_pink/glass_pane_pink.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/6_glass_pink/glass_pink.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/7_glass_gray/glass_gray.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/7_glass_gray/glass_pane_gray.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/8_glass_silver/glass_pane_silver.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/8_glass_silver/glass_silver.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/9_glass_cyan/glass_cyan.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/9_glass_cyan/glass_pane_cyan.properties
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/[Link]
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/[Link]
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/[Link]
[Link] [Client thread/INFO] [Config]: [OptiFine] ConnectedTextures:
mcpatcher/ctm/default/[Link]
[Link] [Client thread/INFO] [Config]: [OptiFine] Multipass connected textures:
false
[Link] [Client thread/INFO] [Config]: [OptiFine] BetterGrass: Parsing default
configuration optifine/[Link]
[Link] [Client thread/INFO] [Config]: [OptiFine] Custom loader sprites: 3
[Link] [Client thread/INFO] [Config]: [OptiFine] Sprite dependencies: 5
[Link] [Client thread/INFO] [minecraft/TextureMap]: Created: 2048x1024
textures-atlas
[Link] [Client thread/INFO] [Config]: [OptiFine] Animated sprites: 44
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [renderArmorLayer, func_188361_a] Descriptor
(Lnet/minecraft/entity/EntityLivingBase;FFFFFFFLnet/minecraft/inventory/
EntityEquipmentSlot;)V)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Quark ASM]: Optifine Detected. Disabling Patch for
Names [renderEnchantedGlint, func_188364_a] Descriptor
(Lnet/minecraft/client/renderer/entity/RenderLivingBase;Lnet/minecraft/entity/
EntityLivingBase;Lnet/minecraft/client/model/ModelBase;FFFFFFF)V
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [renderEntityOnShoulder, func_192864_a] Descriptor
(Lnet/minecraft/entity/player/EntityPlayer;Ljava/util/UUID;Lnet/minecraft/nbt/
NBTTagCompound;Lnet/minecraft/client/renderer/entity/RenderLivingBase;Lnet/
minecraft/client/model/ModelBase;Lnet/minecraft/util/ResourceLocation;Ljava/lang/
Class;FFFFFFFZ)Lnet/minecraft/client/renderer/entity/layers/
LayerEntityOnShoulder$DataHolder;)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node
INVOKEVIRTUAL net/minecraft/client/renderer/entity/RenderLivingBase.func_110776_a
(Lnet/minecraft/util/ResourceLocation;)V
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Optifine Detected. Disabling Patch for
Names [renderQuadsFlat, func_187496_a] Descriptor
(Lnet/minecraft/world/IBlockAccess;Lnet/minecraft/block/state/IBlockState;Lnet/
minecraft/util/math/BlockPos;IZLnet/minecraft/client/renderer/BufferBuilder;Ljava/
util/List;Ljava/util/BitSet;)V
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [getEnchantments, func_82781_a] Descriptor
(Lnet/minecraft/item/ItemStack;)Ljava/util/Map;)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node
INVOKEVIRTUAL net/minecraft/item/ItemStack.func_77986_q
()Lnet/minecraft/nbt/NBTTagList;
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Spartan Shields]: Recipes added!
[Link] [Client thread/INFO] [Spartan Weaponry]: Registering recipes for Tipped
Bolts!
[Link] [Client thread/INFO] [Spartan Weaponry]: Recipes added!
[Link] [Client thread/INFO] [FML]: Applying holder lookups
[Link] [Client thread/INFO] [FML]: Holder lookups applied
[Link] [Client thread/INFO] [jei]: Created: 128x256 textures-atlas
Mar 15, 2023 [Link] AM [Link] updateAssets
INFO: New assets detected
[Link] [iChunUtil Online Resource Thread/WARN] [iChunUtil]: Error retrieving
iChunUtil patron list.
[Link] [iChunUtil Online Resource Thread/INFO] [STDERR]:
[[Link]:run:61]:
[Link]:
[Link]
assets/ichunutil/mod/[Link]
[Link] [iChunUtil Online Resource Thread/INFO] [STDERR]:
[[Link]:run:61]: at
[Link].getInputStream0([Link]:
1896)
[Link] [iChunUtil Online Resource Thread/INFO] [STDERR]:
[[Link]:run:61]: at
[Link]$200([Link])
[Link] [iChunUtil Online Resource Thread/INFO] [STDERR]:
[[Link]:run:61]: at
[Link]$[Link]([Link])
[Link] [iChunUtil Online Resource Thread/INFO] [STDERR]:
[[Link]:run:61]: at
[Link]$[Link]([Link])
[Link] [iChunUtil Online Resource Thread/INFO] [STDERR]:
[[Link]:run:61]: at
[Link](Native Method)
[Link] [iChunUtil Online Resource Thread/INFO] [STDERR]:
[[Link]:run:61]: at
[Link]([Link])
[Link] [iChunUtil Online Resource Thread/INFO] [STDERR]:
[[Link]:run:61]: at
[Link]([Link]
487)
[Link] [iChunUtil Online Resource Thread/INFO] [STDERR]:
[[Link]:run:61]: at
[Link](HttpsURLConnection
[Link])
[Link] [iChunUtil Online Resource Thread/INFO] [STDERR]:
[[Link]:run:61]: at
[Link]([Link])
[Link] [iChunUtil Online Resource Thread/INFO] [STDERR]:
[[Link]:run:61]: at
[Link]([Link]
a:38)
Mar 15, 2023 [Link] AM [Link]
registerBender
INFO: Registering mobends-player
Mar 15, 2023 [Link] AM [Link]
registerBender
INFO: Registering mobends-minecraft:zombie
Mar 15, 2023 [Link] AM [Link]
registerBender
INFO: Registering mobends-minecraft:skeleton
Mar 15, 2023 [Link] AM [Link]
registerBender
INFO: Registering mobends-minecraft:zombie_pigman
Mar 15, 2023 [Link] AM [Link]
registerBender
INFO: Registering mobends-minecraft:spider
Mar 15, 2023 [Link] AM [Link]
registerBender
INFO: Registering mobends-minecraft:squid
Mar 15, 2023 [Link] AM [Link]
registerBender
INFO: Registering mobends-minecraft:wolf
[Link] [Client thread/INFO] [Spartan Weaponry]: Attempting to add new
advancement triggers...
[Link] [iChunUtil Online Resource Thread/WARN] [iChunUtil]: Error retrieving
mods versions list.
[Link] [iChunUtil Online Resource Thread/INFO] [STDERR]:
[[Link]:run:77]:
[Link]:
[Link]
assets/ichunutil/mod/[Link]
[Link] [iChunUtil Online Resource Thread/INFO] [STDERR]:
[[Link]:run:77]: at
[Link].getInputStream0([Link]:
1896)
[Link] [iChunUtil Online Resource Thread/INFO] [STDERR]:
[[Link]:run:77]: at
[Link]$200([Link])
[Link] [iChunUtil Online Resource Thread/INFO] [STDERR]:
[[Link]:run:77]: at
[Link]$[Link]([Link])
[Link] [iChunUtil Online Resource Thread/INFO] [STDERR]:
[[Link]:run:77]: at
[Link]$[Link]([Link])
[Link] [iChunUtil Online Resource Thread/INFO] [STDERR]:
[[Link]:run:77]: at
[Link](Native Method)
[Link] [iChunUtil Online Resource Thread/INFO] [STDERR]:
[[Link]:run:77]: at
[Link]([Link])
[Link] [iChunUtil Online Resource Thread/INFO] [STDERR]:
[[Link]:run:77]: at
[Link]([Link]
487)
[Link] [iChunUtil Online Resource Thread/INFO] [STDERR]:
[[Link]:run:77]: at
[Link](HttpsURLConnection
[Link])
[Link] [iChunUtil Online Resource Thread/INFO] [STDERR]:
[[Link]:run:77]: at
[Link]([Link])
[Link] [Client thread/INFO] [Spartan Weaponry]: New advancement triggers added
successfully!
[Link] [iChunUtil Online Resource Thread/INFO] [STDERR]:
[[Link]:run:77]: at
[Link]([Link]
a:67)
[Link] [Client thread/INFO] [FML]: Injecting itemstacks
[Link] [Client thread/INFO] [FML]: Itemstack injection complete
[Link] [Client thread/INFO] [jei]: Starting JEI...
[Link] [Client thread/INFO] [Spartan Weaponry]: JEI Plugin is Registering
subtypes
[Link] [Client thread/INFO] [jei]: Registering recipe categories...
[Link] [Client thread/INFO] [jei]: Registering recipe categories took 48.03 ms
[Link] [Client thread/INFO] [jei]: Registering mod plugins...
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [transferStackInSlot, func_82846_b] Descriptor
(Lnet/minecraft/entity/player/EntityPlayer;I)Lnet/minecraft/item/ItemStack;)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node
INVOKEVIRTUAL net/minecraft/inventory/ContainerWorkbench.func_75135_a
(Lnet/minecraft/item/ItemStack;IIZ)Z
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node
INVOKEVIRTUAL net/minecraft/inventory/ContainerWorkbench.func_75135_a
(Lnet/minecraft/item/ItemStack;IIZ)Z
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node
INVOKEVIRTUAL net/minecraft/inventory/ContainerWorkbench.func_75135_a
(Lnet/minecraft/item/ItemStack;IIZ)Z
[Link] [Client thread/INFO] [Quark ASM]: Located patch target node
INVOKEVIRTUAL net/minecraft/inventory/ContainerWorkbench.func_75135_a
(Lnet/minecraft/item/ItemStack;IIZ)Z
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [jei]: Registering mod plugins took 709.8 ms
[Link] [Client thread/INFO] [jei]: Building recipe registry...
[Link] [Client thread/INFO] [jei]: Building recipe registry took 448.7 ms
[Link] [Client thread/INFO] [jei]: Building ingredient list...
[Link] [Client thread/INFO] [jei]: Building ingredient list took 114.2 ms
[Link] [Client thread/INFO] [jei]: Building ingredient filter...
[Link] [Client thread/INFO] [jei]: Building ingredient filter took 968.3 ms
[Link] [Client thread/INFO] [jei]: Building bookmarks...
[Link] [Client thread/INFO] [jei]: Building bookmarks took 18.48 ms
[Link] [Client thread/INFO] [jei]: Building runtime...
[Link] [Client thread/INFO] [jei]: Building runtime took 317.6 ms
[Link] [Client thread/INFO] [jei]: Optimizing memory usage...
[Link] [Client thread/INFO] [jei]: Optimizing memory usage took 160.7 ms
[Link] [Client thread/INFO] [jei]: Starting JEI took 3.456 s
[Link] [Client thread/INFO] [FML]: Forge Mod Loader has successfully loaded 30
mods
[Link] [Client thread/WARN] [minecraft/GameSettings]: Skipping bad option:
lastServer:
[Link] [Client thread/WARN] [mojang/NarratorLinux]: ERROR : Couldn't load
Narrator library : Unable to load library 'fliteWrapper': Native library (linux-
x86-64/[Link]) not found in resource path
([file:/storage/emulated/0/Android/data/[Link]/files/lwjgl3/lwjgl-
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/lwjgl3/lwjgl-
[Link], file:/storage/emulated/0/Android/data/[Link]/files/lwjgl3/
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/lwjgl3/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/lwjgl3/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/lwjgl3/lwjgl-
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/lwjgl3/lwjgl-glfw-
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/lwjgl3/lwjgl-
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/com/mojang/patchy/1.3.9/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/oshi-project/oshi-core/1.1/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/net/java/dev/jna/jna/4.4.0/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/net/java/dev/jna/platform/3.4.0/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/com/ibm/icu/icu4j-core-mojang/51.2/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/net/sf/jopt-simple/jopt-simple/5.0.3/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/com/paulscode/codecjorbis/20101023/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/com/paulscode/codecwav/20101023/[Link],
file:/storage/emulated/0/And
roid/data/[Link]/files/.minecraft/libraries/com/paulscode/
libraryjavasound/20101123/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/com/paulscode/librarylwjglopenal/20100824/librarylwjglopenal-
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/com/paulscode/soundsystem/20120107/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/io/netty/netty-all/[Link]/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/com/google/guava/guava/21.0/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/org/apache/commons/commons-lang3/3.5/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/commons-io/commons-io/2.5/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/commons-codec/commons-codec/1.10/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/net/java/jinput/jinput/2.0.5/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/net/java/jutils/jutils/1.0.0/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/com/google/code/gson/gson/2.8.0/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/com/mojang/authlib/1.5.25/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/com/mojang/realms/1.10.22/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/org/apache/commons/commons-compress/1.8.1/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/org/apache/httpcomponent
s/httpclient/4.3.3/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/commons-logging/commons-logging/1.1.3/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/org/apache/httpcomponents/httpcore/4.3.2/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/it/unimi/dsi/fastutil/7.1.0/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/org/apache/logging/log4j/log4j-api/2.15.0/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/org/apache/logging/log4j/log4j-core/2.15.0/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/com/mojang/text2speech/1.10.3/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/com/mojang/text2speech/1.10.3/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/ca/weblite/java-objc-bridge/1.0.0/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/ca/weblite/java-objc-bridge/1.0.0/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/net/minecraftforge/forge/1.12.2-14.23.5.2860/forge-1.12.2-
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/org/ow2/asm/asm-debug-all/5.2/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/net/minecraft/launchwrapper/1.12/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/org/jline/jline/3.5.1/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/com/typesafe/akka/akka-actor_2.11/2.3.3/akka-actor_2.11
-[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/com/typesafe/config/1.2.1/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/org/scala-lang/scala-actors-migration_2.11/1.1.0/scala-actors-
migration_2.[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/org/scala-lang/scala-compiler/2.11.1/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/org/scala-lang/plugins/scala-continuations-library_2.11/1.0.2_mc/scala-
continuations-library_2.11-1.0.2_mc.jar,
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/org/scala-lang/plugins/scala-continuations-plugin_2.11.1/1.0.2_mc/scala-
continuations-plugin_2.11.1-1.0.2_mc.jar,
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/org/scala-lang/scala-library/2.11.1/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/org/scala-lang/scala-parser-combinators_2.11/1.0.1/scala-parser-
combinators_2.[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/org/scala-lang/scala-reflect/2.11.1/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/org/scala-lang/scala-swing_2.11/1.0.1/scala-swing_2.[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/org/scala-lang/scala-xml_2.11/1.0.2/scala-xml_2.[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/lzma/lzma/0.0.1/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/java3d/vecmath/1.5.2/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
libraries/net/sf/trove4j/trove4j/3.0.3/[Link],
file:/storage/emulated/0/Android/data/[Link]
[Link]/files/.minecraft/libraries/org/apache/maven/maven-artifact/3.5.3/
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/
versions/1.12.2-forge-14.23.5.2860/[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
OptiFine-OptiFine-1.12.2_HD_U_G5.jar,
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
[Link], asmgen:/,
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
Attacking%20zombies%[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
jei_1.12.2-[Link].jar,
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
ironfurnace
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
MoBends_1.[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
[Link],
file:/storage/emulated/0/Android/data/[Link]/files/.minecraft/mods/
OreLib-1.12.2-[Link].jar])
[Link] [Client thread/INFO] [BetterFps]: Patching
[Link]... (ble)
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:glfwSetWindowSize:1088]: GLFW: Set size for window
124076649573504, width=1366, height=768
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:setFullscreen:991]: LWJGLX: switch fullscreen to true
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): #version 120
I/LIBGL (31631):
I/LIBGL (31631): attribute vec4 Position;
I/LIBGL (31631):
I/LIBGL (31631): uniform mat4 ProjMat;
I/LIBGL (31631): uniform vec2 InSize;
I/LIBGL (31631): uniform vec2 OutSize;
I/LIBGL (31631):
I/LIBGL (31631): varying vec2 texCoord;
I/LIBGL (31631): varying vec2 oneTexel;
I/LIBGL (31631):
I/LIBGL (31631): void main(){
I/LIBGL (31631): vec4 outPos = ProjMat * vec4([Link], 0.0, 1.0);
I/LIBGL (31631): gl_Position = vec4([Link], 0.2, 1.0);
I/LIBGL (31631):
I/LIBGL (31631): oneTexel = 1.0 / InSize;
I/LIBGL (31631):
I/LIBGL (31631): texCoord = [Link] / OutSize;
I/LIBGL (31631): texCoord.y = 1.0 - texCoord.y;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 435
I/LIBGL (31631): num = 6
I/LIBGL (31631): offset = 220
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631):
I/LIBGL (31631): attribute vec4 Position;
I/LIBGL (31631):
I/LIBGL (31631): uniform mat4 ProjMat;
I/LIBGL (31631): uniform vec2 InSize;
I/LIBGL (31631): uniform vec2 OutSize;
I/LIBGL (31631):
I/LIBGL (31631): varying vec2 texCoord;
I/LIBGL (31631): varying vec2 oneTexel;
I/LIBGL (31631):
I/LIBGL (31631): void main(){
I/LIBGL (31631): vec4 outPos = ProjMat * vec4([Link], 0.0000000,
1.0000000);
I/LIBGL (31631): gl_Position = vec4([Link], 0.2000000, 1.0000000);
I/LIBGL (31631):
I/LIBGL (31631): oneTexel = 1.0000000 / InSize;
I/LIBGL (31631):
I/LIBGL (31631): texCoord = [Link] / OutSize;
I/LIBGL (31631): texCoord.y = 1.0000000 - texCoord.y;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 1
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): in vec4 Position;
I/LIBGL (31631):
I/LIBGL (31631): uniform mat4 ProjMat;
I/LIBGL (31631): uniform vec2 InSize;
I/LIBGL (31631): uniform vec2 OutSize;
I/LIBGL (31631):
I/LIBGL (31631): out vec2 texCoord;
I/LIBGL (31631): out vec2 oneTexel;
I/LIBGL (31631):
I/LIBGL (31631): void main(){
I/LIBGL (31631): vec4 outPos = ProjMat * vec4([Link], 0.0000000,
1.0000000);
I/LIBGL (31631): gl_Position = vec4([Link], 0.2000000, 1.0000000);
I/LIBGL (31631):
I/LIBGL (31631): oneTexel = 1.0000000 / InSize;
I/LIBGL (31631):
I/LIBGL (31631): texCoord = [Link] / OutSize;
I/LIBGL (31631): texCoord.y = 1.0000000 - texCo
I/LIBGL (31631): ord.y;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): #version 120
I/LIBGL (31631):
I/LIBGL (31631): uniform sampler2D DiffuseSampler;
I/LIBGL (31631):
I/LIBGL (31631): varying vec2 texCoord;
I/LIBGL (31631): varying vec2 oneTexel;
I/LIBGL (31631):
I/LIBGL (31631): void main(){
I/LIBGL (31631): vec4 center = texture2D(DiffuseSampler, texCoord);
I/LIBGL (31631): vec4 left = texture2D(DiffuseSampler, texCoord -
vec2(oneTexel.x, 0.0));
I/LIBGL (31631): vec4 right = texture2D(DiffuseSampler, texCoord +
vec2(oneTexel.x, 0.0));
I/LIBGL (31631): vec4 up = texture2D(DiffuseSampler, texCoord - vec2(0.0,
oneTexel.y));
I/LIBGL (31631): vec4 down = texture2D(DiffuseSampler, texCoord + vec2(0.0,
oneTexel.y));
I/LIBGL (31631): float leftDiff = abs(center.a - left.a);
I/LIBGL (31631): float rightDiff = abs(center.a - right.a);
I/LIBGL (31631): float upDiff = abs(center.a - up.a);
I/LIBGL (31631): float downDiff = abs(center.a - down.a);
I/LIBGL (31631): float total = clamp(leftDiff + rightDiff + upDiff +
downDiff, 0.0, 1.0);
I/LIBGL (31631): vec3 outColor = [Link] * center.a + [Link] * left.a +
[Link] * right.a + [Link] * up.a + [Link] * down.a;
I/LIBGL (31631): gl_FragColor = vec4(outColor * 0.2, total);
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 964
I/LIBGL (31631): num = 7
I/LIBGL (31631): offset = 242
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631):
I/LIBGL (31631): uniform sampler2D DiffuseSampler;
I/LIBGL (31631):
I/LIBGL (31631): varying vec2 texCoord;
I/LIBGL (31631): varying vec2 oneTexel;
I/LIBGL (31631):
I/LIBGL (31631): void main(){
I/LIBGL (31631): vec4 center = texture2D(DiffuseSampler, texCoord);
I/LIBGL (31631): vec4 left = texture2D(DiffuseSampler, texCoord -
vec2(oneTexel.x, 0.0000000));
I/LIBGL (31631): vec4 right = texture2D(DiffuseSampler, texCoord +
vec2(oneTexel.x, 0.0000000));
I/LIBGL (31631): vec4 up = texture2D(DiffuseSampler, texCoord -
vec2(0.0000000, oneTexel.y));
I/LIBGL (31631): vec4 down = texture2D(DiffuseSampler, texCoord +
vec2(0.0000000, oneTexel.y));
I/LIBGL (31631): float leftDiff = abs(center.a - left.a);
I/LIBGL (31631): float rightDiff = abs(center.a - right.a);
I/LIBGL (31631): float upDiff = abs(center.a - up.a);
I/LIBGL (31631): float downDiff = abs(center.a - down.a);
I/LIBGL (31631): float total = clamp(leftDiff + rightDiff + upDiff +
downDiff, 0.0000000, 1.0000000);
I/LIBGL (31631): vec3 outColor = [Link] * center.a + [Link] * left.a +
[Link] * right.a + [Link] * up.a + [Link] * down.a;
I/LIBGL (31631): gl_FragColor = vec4(outColor * 0.2000000, total);
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 1
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631):
I/LIBGL (31631): uniform sampler2D DiffuseSampler;
I/LIBGL (31631):
I/LIBGL (31631): in vec2 texCoord;
I/LIBGL (31631): in vec2 oneTexel;
I/LIBGL (31631):
I/LIBGL (31631): void main(){
I/LIBGL (31631): vec4 center = texture(DiffuseSampler, texCoord);
I/LIBGL (31631): vec4 left = texture(DiffuseSampler, texCoord -
vec2(oneTexel.x, 0.0000000));
I/LIBGL (31631): vec4 right = texture(DiffuseSampler, texCoord +
vec2(oneTexel.x, 0.0000000));
I/LIBGL (31631): vec4 up = texture(DiffuseSampler, texCo
I/LIBGL (31631): ord - vec2(0.0000000, oneTexel.y));
I/LIBGL (31631): vec4 down = texture(DiffuseSampler, texCoord +
vec2(0.0000000, oneTexel.y));
I/LIBGL (31631): float leftDiff = abs(center.a - left.a);
I/LIBGL (31631): float rightDiff = abs(center.a - right.a);
I/LIBGL (31631): float upDiff = abs(center.a - up.a);
I/LIBGL (31631): float downDiff = abs(center.a - down.a);
I/LIBGL (31631): float total = clamp(leftDiff + rightDiff + upDiff +
downDiff, 0.0000000, 1.0000000);
I/LIBGL (31631): vec3 outColor = [Link] * center.a + [Link] * left.a +
[Link] * right.a + [Link] * up.a + [Link] * down.a;
I/LIBGL (31631): FragColor = vec4(outColor * 0.2000000, total);
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): #version 120
I/LIBGL (31631):
I/LIBGL (31631): uniform sampler2D DiffuseSampler;
I/LIBGL (31631):
I/LIBGL (31631): varying vec2 texCoord;
I/LIBGL (31631): varying vec2 oneTexel;
I/LIBGL (31631):
I/LIBGL (31631): uniform vec2 InSize;
I/LIBGL (31631):
I/LIBGL (31631): uniform vec2 BlurDir;
I/LIBGL (31631): uniform float Radius;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 blurred = vec4(0.0);
I/LIBGL (31631): float totalStrength = 0.0;
I/LIBGL (31631): float totalAlpha = 0.0;
I/LIBGL (31631): float totalSamples = 0.0;
I/LIBGL (31631): for(float r = -Radius; r <= Radius; r += 1.0) {
I/LIBGL (31631): vec4 sample = texture2D(DiffuseSampler, texCoord +
oneTexel * r * BlurDir);
I/LIBGL (31631):
I/LIBGL (31631): // Accumulate average alpha
I/LIBGL (31631): totalAlpha = totalAlpha + sample.a;
I/LIBGL (31631): totalSamples = totalSamples + 1.0;
I/LIBGL (31631):
I/LIBGL (31631): // Accumulate smoothed blur
I/LIBGL (31631): float strength = 1.0 - abs(r / Radius);
I/LIBGL (31631): totalStrength = totalStrength + strength;
I/LIBGL (31631): blurred = blurred + sample;
I/LIBGL (31631): }
I/LIBGL (31631): gl_FragColor = vec4([Link] / (Radius * 2.0 + 1.0),
totalAlpha);
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 814
I/LIBGL (31631): num = 9
I/LIBGL (31631): offset = 209
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631):
I/LIBGL (31631): uniform sampler2D DiffuseSampler;
I/LIBGL (31631):
I/LIBGL (31631): varying vec2 texCoord;
I/LIBGL (31631): varying vec2 oneTexel;
I/LIBGL (31631):
I/LIBGL (31631): uniform vec2 InSize;
I/LIBGL (31631):
I/LIBGL (31631): uniform vec2 BlurDir;
I/LIBGL (31631): uniform float Radius;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 blurred = vec4(0.0000000);
I/LIBGL (31631): float totalStrength = 0.0000000;
I/LIBGL (31631): float totalAlpha = 0.0000000;
I/LIBGL (31631): float totalSamples = 0.0000000;
I/LIBGL (31631): for(float r = -Radius; r <= Radius; r += 1.0000000) {
I/LIBGL (31631): vec4 sample = texture2D(DiffuseSampler, texCoord +
oneTexel * r * BlurDir);
I/LIBGL (31631):
I/LIBGL (31631):
I/LIBGL (31631): totalAlpha = totalAlpha + sample.a;
I/LIBGL (31631): totalSamples = totalSamples + 1.0000000;
I/LIBGL (31631):
I/LIBGL (31631):
I/LIBGL (31631): float strength = 1.0000000 - abs(r / Radius);
I/LIBGL (31631): totalStrength = totalStrength + strength;
I/LIBGL (31631): blurred = blurred + sample;
I/LIBGL (31631): }
I/LIBGL (31631): gl_FragColor = vec4([Link] / (Radius * 2.0000000 +
1.0000000), totalAlpha);
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631):
I/LIBGL (31631): uniform sampler2D DiffuseSampler;
I/LIBGL (31631):
I/LIBGL (31631): in vec2 texCoord;
I/LIBGL (31631): in vec2 oneTexel;
I/LIBGL (31631):
I/LIBGL (31631): uniform vec2 InSize;
I/LIBGL (31631):
I/LIBGL (31631): uniform vec2 BlurDir;
I/LIBGL (31631): uniform float Radius;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 blurred = vec4(0.0000000);
I/LIBGL (31631): float totalStrength = 0.0000000;
I/LIBGL (31631): float totalAlpha = 0.0000000;
I/LIBGL (31631): float totalSamples = 0.0000000;
I/LIBGL (31631): for(float r = -Radius; r <= Radius; r += 1.0
I/LIBGL (31631): 000000) {
I/LIBGL (31631): vec4 sample = texture(DiffuseSampler, texCoord +
oneTexel * r * BlurDir);
I/LIBGL (31631):
I/LIBGL (31631):
I/LIBGL (31631): totalAlpha = totalAlpha + sample.a;
I/LIBGL (31631): totalSamples = totalSamples + 1.0000000;
I/LIBGL (31631):
I/LIBGL (31631):
I/LIBGL (31631): float strength = 1.0000000 - abs(r / Radius);
I/LIBGL (31631): totalStrength = totalStrength + strength;
I/LIBGL (31631): blurred = blurred + sample;
I/LIBGL (31631): }
I/LIBGL (31631): FragColor = vec4([Link] / (Radius * 2.0000000 +
1.0000000), totalAlpha);
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631): 0:52(7): error: syntax error, unexpected SAMPLE, expecting ','
or ';'
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
[Link] [Client thread/WARN] [minecraft/RenderGlobal]: Failed to load shader:
minecraft:shaders/post/entity_outline.json
[Link]: Invalid shaders/program/[Link]: Couldn't
compile fragment program: 0:52(7): error: syntax error, unexpected SAMPLE,
expecting ',' or ';'
at
[Link].func_148057_a([Link])
~[[Link]:?]
at [Link].<init>([Link])
~[[Link]:?]
at [Link].<init>(SourceFile:28) ~[[Link]:?]
at
[Link].func_148023_a([Link])
~[[Link]:?]
at
[Link].func_152764_a([Link])
~[[Link]:?]
at [Link].func_152765_a([Link])
~[[Link]:?]
at [Link].<init>([Link])
~[[Link]:?]
at
[Link].func_174966_b([Link])
[[Link]:?]
at [Link].func_71384_a([Link])
[[Link]:?]
at [Link].func_99999_d([Link])
[[Link]:?]
at [Link](SourceFile:123) [[Link]:?]
at [Link].invoke0(Native Method) ~[?:1.8.0-
internal]
at
[Link]([Link])
~[?:1.8.0-internal]
at
[Link]([Link]
3) ~[?:1.8.0-internal]
at [Link]([Link]) ~[?:1.8.0-internal]
at [Link]([Link]) [launchwrapper-
[Link]:?]
at [Link]([Link]) [launchwrapper-
[Link]:?]
[Link] [Client thread/INFO] [[Link]]: [OptiFine] (Reflector) Class
not present: [Link]
[Link] [Realms Notification Availability checker #1/INFO]
[mojang/RealmsClient]: Could not authorize you against Realms server: Invalid
session id
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]
[Link] [Client thread/INFO] [Quark ASM]: Applying Transformation to method
(Names [renderQuadColor, ] Descriptor
(Lnet/minecraft/client/renderer/BufferBuilder;Lnet/minecraft/client/renderer/
block/model/BakedQuad;I)V)
[Link] [Client thread/INFO] [Quark ASM]: Located Method, patching...
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [Config]: [OptiFine] *** Reloading custom textures
***
[Link] [Client thread/WARN] [Config]: [OptiFine] Skipping non-lowercase path:
mcpatcher/mob/zombie/zombie584 - [Link]
[Link] [Client thread/WARN] [Config]: [OptiFine] Skipping non-lowercase path:
mcpatcher/mob/zombie/zombie584 - Copie_e.png
[Link] [Client thread/WARN] [Config]: [OptiFine] Skipping non-lowercase path:
mcpatcher/mob/zombie/zombie605 - [Link]
[Link] [Client thread/WARN] [Config]: [OptiFine] Skipping non-lowercase path:
mcpatcher/mob/zombie/zombie605 - Copie_e.png
[Link] [Client thread/INFO] [Config]: [OptiFine] RandomEntities:
textures/entity/zombie/[Link], variants: 50
[Link] [Client thread/INFO] [Config]: [OptiFine] RandomEntities:
textures/entity/zombie/[Link], variants: 100
[Link] [Client thread/INFO] [Config]: [OptiFine] RandomEntities:
textures/entity/zombie/[Link], variants: 1120
[Link] [Client thread/INFO] [Config]: [OptiFine] RandomEntities:
textures/entity/zombie/zombie_villager.png, variants: 7
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 434
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 1
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 392
I/LIBGL (31631): num = 1
I/LIBGL (31631): offset = 310
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 310
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 1
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 143
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 0
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 310
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 1
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 228
I/LIBGL (31631): num = 1
I/LIBGL (31631): offset = 146
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 1
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
[Link] [Server thread/INFO] [minecraft/IntegratedServer]: Starting integrated
minecraft server version 1.12.2
[Link] [Server thread/INFO] [minecraft/IntegratedServer]: Generating keypair
[Link] [Server thread/INFO] [FML]: Injecting existing registry data into this
server instance
[Link] [Server thread/INFO] [FML]: Applying holder lookups
[Link] [Server thread/INFO] [FML]: Holder lookups applied
[Link] [Server thread/INFO] [FML]: Loading dimension 0 (Mundo nuevo)
([Link]@204ca59c)
[Link] [Server thread/INFO] [minecraft/AdvancementList]: Loaded 516
advancements
[Link] [Server thread/INFO] [FML]: Loading dimension -1 (Mundo nuevo)
([Link]@204ca59c)
[Link] [Server thread/INFO] [FML]: Loading dimension 1 (Mundo nuevo)
([Link]@204ca59c)
[Link] [Server thread/INFO] [minecraft/MinecraftServer]: Preparing start region
for level 0
[Link] [Server thread/INFO] [minecraft/MinecraftServer]: Preparing spawn area:
0%
[Link] [Server thread/INFO] [coroutil]: CoroUtil detected Infernal Mobs Not
Installed for use
[Link] [Server thread/INFO] [minecraft/MinecraftServer]: Preparing spawn area:
16%
[Link] [Server thread/INFO] [minecraft/MinecraftServer]: Preparing spawn area:
49%
[Link] [Server thread/INFO] [coroutil]: CoroUtil being reinitialized
[Link] [Server thread/INFO] [FML]: Unloading dimension -1
[Link] [Server thread/INFO] [FML]: Unloading dimension 1
[Link] [Server thread/INFO] [minecraft/IntegratedServer]: Changing view
distance to 5, from 10
Mar 15, 2023 [Link] AM [Link] defaultMachineId
WARNING: Failed to find a usable hardware address from the network interfaces;
using random bytes: [Link]
[Link] [Netty Local Client IO #0/INFO] [FML]: Server protocol version 2
[Link] [Netty Server IO #1/INFO] [FML]: Client protocol version 2
[Link] [Netty Server IO #1/INFO] [FML]: Client attempting to join with 30
mods :
minecraft@1.12.2,advancedrifles@0.6.0,mistcore@1.2.1,extendedrenderer@v1.0,cgm@0.15
.3,ironfurnaces@1.3.5,configmod@v1.0,mobdismemberment@7.0.0,jei@[Link],bloodmoo
n@1.5.3,quark@r1.6-179,spartanshields@1.5.4,mcp@9.42,mobsunscreen@1.12.2-
2.1.3,autoreglib@1.3-32,travelersbackpack@1.0.35,zombieawareness@1.12.1-
1.11.16,attackingzombies@v1.0,FML@[Link],obfuscate@0.4.2,badmobs@1.1.40,forgelin
@1.8.4,coroutil@1.12.1-1.2.37,spartanweaponry@beta
1.3.8,ichunutil@7.2.2,forge@14.23.5.2860,orelib@[Link],mobends@1.2.1,epicsiegemod@
13.167,thiccentities@GRADLE:VERSION
[Link] [Netty Local Client IO #0/INFO] [Obfuscate]: Updating 0 synced key
mappings
[Link] [Netty Local Client IO #0/INFO] [FML]: [Netty Local Client IO #0] Client
side modded connection established
[Link] [Server thread/INFO] [FML]: [Server thread] Server side modded
connection established
[Link] [Server thread/INFO] [minecraft/PlayerList]: Max77a22[local:E:ffbc5c1e]
logged in with entity id 342 at (-215.41746408342775, 72.0, 260.85083631391433)
[Link] [Server thread/INFO] [minecraft/MinecraftServer]: Max77a22 se unió a la
partida
[Link] [Server thread/INFO] [minecraft/IntegratedServer]: Saving and pausing
game...
[Link] [Server thread/INFO] [minecraft/MinecraftServer]: Saving chunks for
level 'Mundo nuevo'/overworld
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 454
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out highp float FogSrc;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): Fo
I/LIBGL (31631): gSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((gl_Fog.end - fog_c) * gl_Fog.scale,
0., 1.);
I/LIBGL (31631): [Link] = mix(gl_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 621
I/LIBGL (31631): num = 3
I/LIBGL (31631): offset = 369
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((_gl4es_Fog.end - fog_c) *
_gl4es_Fog.scale, 0.0, 1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): in highp float FogSrc;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): if (floor(fColor.a*255
I/LIBGL (31631): .0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((_gl4es_Fog.end - fog_c) *
_gl4es_Fog.scale, 0.0, 1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
Mar 15, 2023 [Link] AM
[Link]$Handler onMessage
INFO: Received Mo' Bends server configuration.
- modelScalingAllowed: true
- bendsPacksAllowed: true
- movementLimited: false

I/LIBGL (31631): ########ShaderSource :


I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 578
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out highp float FogSrc;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_Mo
I/LIBGL (31631): delViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((gl_Fog.end - fog_c) * gl_Fog.scale,
0., 1.);
I/LIBGL (31631): [Link] = mix(gl_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 785
I/LIBGL (31631): num = 3
I/LIBGL (31631): offset = 533
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((_gl4es_Fog.end - fog_c) *
_gl4es_Fog.scale, 0.0, 1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): in highp float FogSrc;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_A
I/LIBGL (31631): lphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((_gl4es_Fog.end - fog_c) *
_gl4es_Fog.scale, 0.0, 1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1
I/LIBGL (31631): lenS = 3143
I/LIBGL (31631): num = 20
I/LIBGL (31631): offset = 2115
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): attribute highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 11
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 5
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): in highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModel
I/LIBGL (31631): Parameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameter
I/LIBGL (31631): s0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec3 normal = normalize(_gl4es_NormalMatrix * _gl4es_Normal);
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_FrontMaterial.emission;
I/LIBGL (31631): Color += _gl4es_Color*_gl4es_LightModel.ambient;
I/LIBGL (31631): highp float att;
I/LIBGL (31631): highp float spot;
I/LIBGL (31631): highp vec3 VP;
I/LIBGL (31631): highp float lVP;
I/LIBGL (31631): highp float nVP;
I/LIBGL (31631): highp vec3 aa,dd,ss;
I/LIBGL (31631): highp vec3 hi;
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_0.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_0.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_0.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_0.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_1.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_1.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_1.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_1.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): Color.a = _gl4es_Color.a;
I/LIBGL (31631): [Link] = clamp([Link], 0.0, 1.0);
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 556
I/LIBGL (31631): num = 1
I/LIBGL (31631): offset = 474
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_Te
I/LIBGL (31631): xSampler_1, _gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1
I/LIBGL (31631): lenS = 2930
I/LIBGL (31631): num = 20
I/LIBGL (31631): offset = 1996
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 10
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct
I/LIBGL (31631): _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4
I/LIBGL (31631): es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec3 normal = normalize(_gl4es_NormalMatrix * _gl4es_Normal);
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_FrontMaterial.emission;
I/LIBGL (31631): Color += _gl4es_Color*_gl4es_LightModel.ambient;
I/LIBGL (31631): highp float att;
I/LIBGL (31631): highp float spot;
I/LIBGL (31631): highp vec3 VP;
I/LIBGL (31631): highp float lVP;
I/LIBGL (31631): highp float nVP;
I/LIBGL (31631): highp vec3 aa,dd,ss;
I/LIBGL (31631): highp vec3 hi;
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_0.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_0.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_0.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_0.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_1.[Link]);
I/LIBGL (31631): aa = _gl4es_Col
I/LIBGL (31631): [Link] * _gl4es_LightSource_1.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_1.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_1.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): Color.a = _gl4es_Color.a;
I/LIBGL (31631): [Link] = clamp([Link], 0.0, 1.0);
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 392
I/LIBGL (31631): num = 1
I/LIBGL (31631): offset = 310
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
[Link] [Client thread/INFO] [Quark ASM]: Transforming
[Link]$PowerButton
[Link] [Client thread/INFO] [Quark ASM]: Could not locate, injecting method
(Names [drawButton, func_191745_a] Descriptor
(Lnet/minecraft/client/Minecraft;IIF)V)
[Link] [Client thread/INFO] [Quark ASM]: Patch result: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [minecraft/AdvancementList]: Loaded 433
advancements
[Link] [Server thread/WARN] [minecraft/MinecraftServer]: Can't keep up! Did the
system time change, or is the server overloaded? Running 7457ms behind, skipping
149 tick(s)
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * gl_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 661
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjec
I/LIBGL (31631): tionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 471
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * gl_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 661
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjec
I/LIBGL (31631): tionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 556
I/LIBGL (31631): num = 1
I/LIBGL (31631): offset = 474
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_Te
I/LIBGL (31631): xSampler_1, _gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Server thread/INFO] [minecraft/IntegratedServer]: Saving and pausing
game...
[Link] [Server thread/INFO] [minecraft/MinecraftServer]: Saving chunks for
level 'Mundo nuevo'/overworld
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [minecraft/NetworkSystem]: Using default channel
type
[Link] [Client thread/INFO] [minecraft/IntegratedServer]: Started on 33317
[Link] [Client thread/INFO] [minecraft/GuiNewChat]: [CHAT] Mundo en LAN alojado
en el puerto 33317
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Server thread/INFO] [minecraft/MinecraftServer]: [Max77a22: Modo de
juego cambiado a Creativo]
[Link] [Client thread/INFO] [minecraft/GuiNewChat]: [CHAT] Modo de juego
cambiado a Creativo
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1
I/LIBGL (31631): lenS = 3143
I/LIBGL (31631): num = 20
I/LIBGL (31631): offset = 2115
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): attribute highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 11
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 5
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): in highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModel
I/LIBGL (31631): Parameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameter
I/LIBGL (31631): s0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec3 normal = normalize(_gl4es_NormalMatrix * _gl4es_Normal);
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_FrontMaterial.emission;
I/LIBGL (31631): Color += _gl4es_Color*_gl4es_LightModel.ambient;
I/LIBGL (31631): highp float att;
I/LIBGL (31631): highp float spot;
I/LIBGL (31631): highp vec3 VP;
I/LIBGL (31631): highp float lVP;
I/LIBGL (31631): highp float nVP;
I/LIBGL (31631): highp vec3 aa,dd,ss;
I/LIBGL (31631): highp vec3 hi;
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_0.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_0.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_0.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_0.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_1.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_1.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_1.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_1.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): Color.a = _gl4es_Color.a;
I/LIBGL (31631): [Link] = clamp([Link], 0.0, 1.0);
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 471
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
[Link] [Server thread/WARN] [minecraft/MinecraftServer]: Can't keep up! Did the
system time change, or is the server overloaded? Running 4565ms behind, skipping 91
tick(s)
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
Mar 15, 2023 [Link] AM
[Link] getArmorModel
INFO: Creating an armor wrapper for [Link]@61ffb40f
Mar 15, 2023 [Link] AM
[Link] getArmorModel
INFO: Creating an armor wrapper for [Link]@5d1ddb57
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * gl_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 805
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out highp float FogSrc;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_T
I/LIBGL (31631): extureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((gl_Fog.end - fog_c) * gl_Fog.scale,
0., 1.);
I/LIBGL (31631): [Link] = mix(gl_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 949
I/LIBGL (31631): num = 3
I/LIBGL (31631): offset = 697
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((_gl4es_Fog.end - fog_c) *
_gl4es_Fog.scale, 0.0, 1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): in highp float FogSrc;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoor
I/LIBGL (31631): d_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((_gl4es_Fog.end - fog_c) *
_gl4es_Fog.scale, 0.0, 1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
[Link] [Server thread/WARN] [minecraft/MinecraftServer]: Can't keep up! Did the
system time change, or is the server overloaded? Running 10907ms behind, skipping
218 tick(s)
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1
I/LIBGL (31631): lenS = 3132
I/LIBGL (31631): num = 20
I/LIBGL (31631): offset = 2104
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): attribute highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 11
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 5
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): in highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModel
I/LIBGL (31631): Parameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameter
I/LIBGL (31631): s0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec3 normal = _gl4es_NormalMatrix * _gl4es_Normal;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_FrontMaterial.emission;
I/LIBGL (31631): Color += _gl4es_Color*_gl4es_LightModel.ambient;
I/LIBGL (31631): highp float att;
I/LIBGL (31631): highp float spot;
I/LIBGL (31631): highp vec3 VP;
I/LIBGL (31631): highp float lVP;
I/LIBGL (31631): highp float nVP;
I/LIBGL (31631): highp vec3 aa,dd,ss;
I/LIBGL (31631): highp vec3 hi;
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_0.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_0.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_0.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_0.[Link]):vec3(0.0);
I/LIBGL (31631): [Link]
I/LIBGL (31631): += att*(aa+dd+ss);
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_1.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_1.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_1.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_1.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): Color.a = _gl4es_Color.a;
I/LIBGL (31631): [Link] = clamp([Link], 0.0, 1.0);
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 556
I/LIBGL (31631): num = 1
I/LIBGL (31631): offset = 474
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_Te
I/LIBGL (31631): xSampler_1, _gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 448
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 1
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.st
I/LIBGL (31631): pq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 392
I/LIBGL (31631): num = 1
I/LIBGL (31631): offset = 310
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 448
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 1
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.st
I/LIBGL (31631): pq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 307
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 1
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 468
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out highp float FogSrc;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): ve
I/LIBGL (31631): c4 tmp_tex;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((gl_Fog.end - fog_c) * gl_Fog.scale,
0., 1.);
I/LIBGL (31631): [Link] = mix(gl_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 621
I/LIBGL (31631): num = 3
I/LIBGL (31631): offset = 369
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((_gl4es_Fog.end - fog_c) *
_gl4es_Fog.scale, 0.0, 1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): in highp float FogSrc;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): if (floor(fColor.a*255
I/LIBGL (31631): .0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((_gl4es_Fog.end - fog_c) *
_gl4es_Fog.scale, 0.0, 1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 592
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out highp float FogSrc;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_Mo
I/LIBGL (31631): delViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((gl_Fog.end - fog_c) * gl_Fog.scale,
0., 1.);
I/LIBGL (31631): [Link] = mix(gl_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 785
I/LIBGL (31631): num = 3
I/LIBGL (31631): offset = 533
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((_gl4es_Fog.end - fog_c) *
_gl4es_Fog.scale, 0.0, 1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): in highp float FogSrc;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_A
I/LIBGL (31631): lphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((_gl4es_Fog.end - fog_c) *
_gl4es_Fog.scale, 0.0, 1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * gl_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 661
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjec
I/LIBGL (31631): tionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 471
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * gl_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 661
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjec
I/LIBGL (31631): tionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 556
I/LIBGL (31631): num = 1
I/LIBGL (31631): offset = 474
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_Te
I/LIBGL (31631): xSampler_1, _gl4es_TexCoord_1);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): fColor *= texColor1;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_0 * gl_MultiTexCoord0);
I/LIBGL (31631): _gl4es_TexCoord_0 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 537
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_0 * _gl4es_MultiTexCoord0);
I/LIBGL (31631): _gl4es_TexCoord_0 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): t
I/LIBGL (31631): mp_tex = (_gl4es_TextureMatrix_0 * _gl4es_MultiTexCoord0);
I/LIBGL (31631): _gl4es_TexCoord_0 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 392
I/LIBGL (31631): num = 1
I/LIBGL (31631): offset = 310
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): fColor *= texColor0;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
Mar 15, 2023 [Link] AM [Link]
performTask
INFO: Player settings fetch successful
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1
I/LIBGL (31631): lenS = 3267
I/LIBGL (31631): num = 20
I/LIBGL (31631): offset = 2191
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord2;
I/LIBGL (31631): attribute highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 11
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 6
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord2;
I/LIBGL (31631): in highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4
I/LIBGL (31631): ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): u
I/LIBGL (31631): niform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_2;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec3 normal = normalize(_gl4es_NormalMatrix * _gl4es_Normal);
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_FrontMaterial.emission;
I/LIBGL (31631): Color += _gl4es_Color*_gl4es_LightModel.ambient;
I/LIBGL (31631): highp float att;
I/LIBGL (31631): highp float spot;
I/LIBGL (31631): highp vec3 VP;
I/LIBGL (31631): highp float lVP;
I/LIBGL (31631): highp float nVP;
I/LIBGL (31631): highp vec3 aa,dd,ss;
I/LIBGL (31631): highp vec3 hi;
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_0.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_0.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_0.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0
I/LIBGL (31631): && lVP>0.0)?
(_gl4es_FrontLightProduct_0.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_1.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_1.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_1.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_1.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): Color.a = _gl4es_Color.a;
I/LIBGL (31631): [Link] = clamp([Link], 0.0, 1.0);
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): _gl4es_TexCoord_2 = _gl4es_MultiTexCoord2.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform lowp vec4 _gl4es_TextureEnvColor_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_2;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_2;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 texColor2 = texture2DProj(_gl4es_TexSampler_2,
_gl4es_TexCoord_2);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): [Link] = [Link];
I/LIBGL (31631): [Link] = [Link] * [Link];
I/LIBGL (31631): fColor.a = Arg0.a;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): [Link] = _gl4es_TextureEnvColor_1.rgb;
I/LIBGL (31631): Arg0.a = fColor.a;
I/LIBGL (31631): [Link] = [Link];
I/LIBGL (31631): [Link] = vec3(_gl4es_TextureEnvColor_1.a);
I/LIBGL (31631): [Link] = [Link]*[Link] + [Link]*(vec3(1.)-[Link]);
I/LIBGL (31631): fColor.a = Arg0.a;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): Arg0 = fColor;
I/LIBGL (31631): [Link] =
I/LIBGL (31631): lenS = 1217
I/LIBGL (31631): num = 8
I/LIBGL (31631): offset = 737
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform lowp vec4 _gl4es_TextureEnvColor_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_2;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_2;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 texColor2 = texture2DProj(_gl4es_TexSampler_2,
_gl4es_TexCoord_2);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): [Link] = [Link];
I/LIBGL (31631): [Link] = [Link] * [Link];
I/LIBGL (31631): fColor.a = Arg0.a;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): [Link] = _gl4es_TextureEnvColor_1.rgb;
I/LIBGL (31631): Arg0.a = fColor.a;
I/LIBGL (31631): [Link] = [Link];
I/LIBGL (31631): [Link] = vec3(_gl4es_TextureEnvColor_1.a);
I/LIBGL (31631): [Link] = [Link]*[Link] + [Link]*(vec3(1.0)-[Link]);
I/LIBGL (31631): fColor.a = Arg0.a;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 =
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 5
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform lowp vec4 _gl4es_TextureEnvColor_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_2;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_2;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color
I/LIBGL (31631): ;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 texColor2 = textureProj(_gl4es_TexSampler_2,
_gl4es_TexCoord_2);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): [Link] = [Link];
I/LIBGL (31631): [Link] = [Link] * [Link];
I/LIBGL (31631): fColor.a = Arg0.a;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): [Link] = _gl4es_TextureEnvColor_1.rgb;
I/LIBGL (31631): Arg0.a = fColor.a;
I/LIBGL (31631): [Link] = [Link];
I/LIBGL (31631): [Link] = vec3(_gl4es_TextureEnvColor_1.a);
I/LIBGL (31631): [Link] = [Link]*[Link] + [Link]*(vec3(1.0)-[Link]);
I/LIBGL (31631): fColor.a = Arg0.a;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = fColor;
I/LIBGL (31631): [Link] = [Link];
I/LIBGL (31631): [Link] = [Link] * [Link];
I/LIBGL (31631): fColor.a = Arg0.a;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1
I/LIBGL (31631): lenS = 3143
I/LIBGL (31631): num = 20
I/LIBGL (31631): offset = 2115
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): attribute highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 11
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 5
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): in highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModel
I/LIBGL (31631): Parameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameter
I/LIBGL (31631): s0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec3 normal = normalize(_gl4es_NormalMatrix * _gl4es_Normal);
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_FrontMaterial.emission;
I/LIBGL (31631): Color += _gl4es_Color*_gl4es_LightModel.ambient;
I/LIBGL (31631): highp float att;
I/LIBGL (31631): highp float spot;
I/LIBGL (31631): highp vec3 VP;
I/LIBGL (31631): highp float lVP;
I/LIBGL (31631): highp float nVP;
I/LIBGL (31631): highp vec3 aa,dd,ss;
I/LIBGL (31631): highp vec3 hi;
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_0.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_0.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_0.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_0.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_1.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_1.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_1.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_1.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): Color.a = _gl4es_Color.a;
I/LIBGL (31631): [Link] = clamp([Link], 0.0, 1.0);
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 710
I/LIBGL (31631): num = 5
I/LIBGL (31631): offset = 511
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_Te
I/LIBGL (31631): xSampler_1, _gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * gl_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 661
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjec
I/LIBGL (31631): tionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 710
I/LIBGL (31631): num = 5
I/LIBGL (31631): offset = 511
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_Te
I/LIBGL (31631): xSampler_1, _gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 448
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 1
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.st
I/LIBGL (31631): pq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 480
I/LIBGL (31631): num = 3
I/LIBGL (31631): offset = 368
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0,
I/LIBGL (31631): 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 448
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 1
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.st
I/LIBGL (31631): pq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 480
I/LIBGL (31631): num = 3
I/LIBGL (31631): offset = 368
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0,
I/LIBGL (31631): 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 448
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 1
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.st
I/LIBGL (31631): pq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 395
I/LIBGL (31631): num = 2
I/LIBGL (31631): offset = 337
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 1
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }///
I/LIBGL (31631): /@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 468
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out highp float FogSrc;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): ve
I/LIBGL (31631): c4 tmp_tex;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((gl_Fog.end - fog_c) * gl_Fog.scale,
0., 1.);
I/LIBGL (31631): [Link] = mix(gl_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 621
I/LIBGL (31631): num = 3
I/LIBGL (31631): offset = 369
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((_gl4es_Fog.end - fog_c) *
_gl4es_Fog.scale, 0.0, 1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): in highp float FogSrc;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): if (floor(fColor.a*255
I/LIBGL (31631): .0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((_gl4es_Fog.end - fog_c) *
_gl4es_Fog.scale, 0.0, 1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 592
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out highp float FogSrc;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_Mo
I/LIBGL (31631): delViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((gl_Fog.end - fog_c) * gl_Fog.scale,
0., 1.);
I/LIBGL (31631): [Link] = mix(gl_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 873
I/LIBGL (31631): num = 5
I/LIBGL (31631): offset = 591
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((_gl4es_Fog.end - fog_c) *
_gl4es_Fog.scale, 0.0, 1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): in highp float FogSrc;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_A
I/LIBGL (31631): lphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((_gl4es_Fog.end - fog_c) *
_gl4es_Fog.scale, 0.0, 1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * gl_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 661
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjec
I/LIBGL (31631): tionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 625
I/LIBGL (31631): num = 4
I/LIBGL (31631): offset = 480
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1
I/LIBGL (31631): lenS = 3267
I/LIBGL (31631): num = 20
I/LIBGL (31631): offset = 2191
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord2;
I/LIBGL (31631): attribute highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 11
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 6
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord2;
I/LIBGL (31631): in highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4
I/LIBGL (31631): ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): u
I/LIBGL (31631): niform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_2;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec3 normal = normalize(_gl4es_NormalMatrix * _gl4es_Normal);
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_FrontMaterial.emission;
I/LIBGL (31631): Color += _gl4es_Color*_gl4es_LightModel.ambient;
I/LIBGL (31631): highp float att;
I/LIBGL (31631): highp float spot;
I/LIBGL (31631): highp vec3 VP;
I/LIBGL (31631): highp float lVP;
I/LIBGL (31631): highp float nVP;
I/LIBGL (31631): highp vec3 aa,dd,ss;
I/LIBGL (31631): highp vec3 hi;
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_0.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_0.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_0.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0
I/LIBGL (31631): && lVP>0.0)?
(_gl4es_FrontLightProduct_0.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_1.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_1.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_1.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_1.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): Color.a = _gl4es_Color.a;
I/LIBGL (31631): [Link] = clamp([Link], 0.0, 1.0);
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): _gl4es_TexCoord_2 = _gl4es_MultiTexCoord2.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform lowp vec4 _gl4es_TextureEnvColor_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_2;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_2;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 texColor2 = texture2DProj(_gl4es_TexSampler_2,
_gl4es_TexCoord_2);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): [Link] = [Link];
I/LIBGL (31631): [Link] = [Link] * [Link];
I/LIBGL (31631): fColor.a = Arg0.a;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): [Link] = _gl4es_TextureEnvColor_1.rgb;
I/LIBGL (31631): Arg0.a = fColor.a;
I/LIBGL (31631): [Link] = [Link];
I/LIBGL (31631): [Link] = vec3(_gl4es_TextureEnvColor_1.a);
I/LIBGL (31631): [Link] = [Link]*[Link] + [Link]*(vec3(1.)-[Link]);
I/LIBGL (31631): fColor.a = Arg0.a;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): Arg0 = fColor;
I/LIBGL (31631): [Link] =
I/LIBGL (31631): lenS = 1217
I/LIBGL (31631): num = 8
I/LIBGL (31631): offset = 737
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform lowp vec4 _gl4es_TextureEnvColor_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_2;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_2;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 texColor2 = texture2DProj(_gl4es_TexSampler_2,
_gl4es_TexCoord_2);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): [Link] = [Link];
I/LIBGL (31631): [Link] = [Link] * [Link];
I/LIBGL (31631): fColor.a = Arg0.a;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): [Link] = _gl4es_TextureEnvColor_1.rgb;
I/LIBGL (31631): Arg0.a = fColor.a;
I/LIBGL (31631): [Link] = [Link];
I/LIBGL (31631): [Link] = vec3(_gl4es_TextureEnvColor_1.a);
I/LIBGL (31631): [Link] = [Link]*[Link] + [Link]*(vec3(1.0)-[Link]);
I/LIBGL (31631): fColor.a = Arg0.a;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 =
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 5
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform lowp vec4 _gl4es_TextureEnvColor_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_2;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_2;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color
I/LIBGL (31631): ;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 texColor2 = textureProj(_gl4es_TexSampler_2,
_gl4es_TexCoord_2);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): [Link] = [Link];
I/LIBGL (31631): [Link] = [Link] * [Link];
I/LIBGL (31631): fColor.a = Arg0.a;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): [Link] = _gl4es_TextureEnvColor_1.rgb;
I/LIBGL (31631): Arg0.a = fColor.a;
I/LIBGL (31631): [Link] = [Link];
I/LIBGL (31631): [Link] = vec3(_gl4es_TextureEnvColor_1.a);
I/LIBGL (31631): [Link] = [Link]*[Link] + [Link]*(vec3(1.0)-[Link]);
I/LIBGL (31631): fColor.a = Arg0.a;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = fColor;
I/LIBGL (31631): [Link] = [Link];
I/LIBGL (31631): [Link] = [Link] * [Link];
I/LIBGL (31631): fColor.a = Arg0.a;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 324
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 1
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 143
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 0
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * gl_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 805
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out highp float FogSrc;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_T
I/LIBGL (31631): extureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((gl_Fog.end - fog_c) * gl_Fog.scale,
0., 1.);
I/LIBGL (31631): [Link] = mix(gl_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 1103
I/LIBGL (31631): num = 7
I/LIBGL (31631): offset = 734
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((_gl4es_Fog.end - fog_c) *
_gl4es_Fog.scale, 0.0, 1.
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): in highp float FogSrc;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoor
I/LIBGL (31631): d_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((_gl4es_Fog.end - fog_c) *
_gl4es_Fog.scale, 0.0, 1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1
I/LIBGL (31631): lenS = 2930
I/LIBGL (31631): num = 20
I/LIBGL (31631): offset = 1996
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 10
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct
I/LIBGL (31631): _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4
I/LIBGL (31631): es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec3 normal = normalize(_gl4es_NormalMatrix * _gl4es_Normal);
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_FrontMaterial.emission;
I/LIBGL (31631): Color += _gl4es_Color*_gl4es_LightModel.ambient;
I/LIBGL (31631): highp float att;
I/LIBGL (31631): highp float spot;
I/LIBGL (31631): highp vec3 VP;
I/LIBGL (31631): highp float lVP;
I/LIBGL (31631): highp float nVP;
I/LIBGL (31631): highp vec3 aa,dd,ss;
I/LIBGL (31631): highp vec3 hi;
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_0.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_0.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_0.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_0.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_1.[Link]);
I/LIBGL (31631): aa = _gl4es_Col
I/LIBGL (31631): [Link] * _gl4es_LightSource_1.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_1.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_1.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): Color.a = _gl4es_Color.a;
I/LIBGL (31631): [Link] = clamp([Link], 0.0, 1.0);
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 480
I/LIBGL (31631): num = 3
I/LIBGL (31631): offset = 368
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0,
I/LIBGL (31631): 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 448
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 1
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.st
I/LIBGL (31631): pq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 395
I/LIBGL (31631): num = 2
I/LIBGL (31631): offset = 337
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 1
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }///
I/LIBGL (31631): /@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 468
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out highp float FogSrc;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): ve
I/LIBGL (31631): c4 tmp_tex;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((gl_Fog.end - fog_c) * gl_Fog.scale,
0., 1.);
I/LIBGL (31631): [Link] = mix(gl_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 621
I/LIBGL (31631): num = 3
I/LIBGL (31631): offset = 369
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((_gl4es_Fog.end - fog_c) *
_gl4es_Fog.scale, 0.0, 1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): in highp float FogSrc;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): if (floor(fColor.a*255
I/LIBGL (31631): .0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((_gl4es_Fog.end - fog_c) *
_gl4es_Fog.scale, 0.0, 1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 592
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out highp float FogSrc;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_Mo
I/LIBGL (31631): delViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((gl_Fog.end - fog_c) * gl_Fog.scale,
0., 1.);
I/LIBGL (31631): [Link] = mix(gl_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 873
I/LIBGL (31631): num = 5
I/LIBGL (31631): offset = 591
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((_gl4es_Fog.end - fog_c) *
_gl4es_Fog.scale, 0.0, 1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): in highp float FogSrc;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_A
I/LIBGL (31631): lphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp((_gl4es_Fog.end - fog_c) *
_gl4es_Fog.scale, 0.0, 1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * gl_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 661
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjec
I/LIBGL (31631): tionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 625
I/LIBGL (31631): num = 4
I/LIBGL (31631): offset = 480
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * gl_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 661
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjec
I/LIBGL (31631): tionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 710
I/LIBGL (31631): num = 5
I/LIBGL (31631): offset = 511
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_Te
I/LIBGL (31631): xSampler_1, _gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Server thread/INFO] [minecraft/MinecraftServer]: Max77a22 ha conseguido
el progreso [Cazamonstruos]
[Link] [Client thread/INFO] [minecraft/GuiNewChat]: [CHAT] Max77a22 ha
conseguido el progreso [Cazamonstruos]
[Link] [Client thread/INFO] [minecraft/AdvancementList]: Loaded 443
advancements
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1
I/LIBGL (31631): lenS = 3132
I/LIBGL (31631): num = 20
I/LIBGL (31631): offset = 2104
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): attribute highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 11
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 5
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): in highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModel
I/LIBGL (31631): Parameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameter
I/LIBGL (31631): s0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec3 normal = _gl4es_NormalMatrix * _gl4es_Normal;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_FrontMaterial.emission;
I/LIBGL (31631): Color += _gl4es_Color*_gl4es_LightModel.ambient;
I/LIBGL (31631): highp float att;
I/LIBGL (31631): highp float spot;
I/LIBGL (31631): highp vec3 VP;
I/LIBGL (31631): highp float lVP;
I/LIBGL (31631): highp float nVP;
I/LIBGL (31631): highp vec3 aa,dd,ss;
I/LIBGL (31631): highp vec3 hi;
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_0.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_0.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_0.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_0.[Link]):vec3(0.0);
I/LIBGL (31631): [Link]
I/LIBGL (31631): += att*(aa+dd+ss);
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_1.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_1.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_1.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_1.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): Color.a = _gl4es_Color.a;
I/LIBGL (31631): [Link] = clamp([Link], 0.0, 1.0);
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 710
I/LIBGL (31631): num = 5
I/LIBGL (31631): offset = 511
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_Te
I/LIBGL (31631): xSampler_1, _gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_0 * gl_MultiTexCoord0);
I/LIBGL (31631): _gl4es_TexCoord_0 = tmp_tex.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * gl_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 750
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_0 * _gl4es_MultiTexCoord0);
I/LIBGL (31631): _gl4es_TexCoord_0 = tmp_tex.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void ma
I/LIBGL (31631): in() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_0 * _gl4es_MultiTexCoord0);
I/LIBGL (31631): _gl4es_TexCoord_0 = tmp_tex.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 710
I/LIBGL (31631): num = 5
I/LIBGL (31631): offset = 511
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_Te
I/LIBGL (31631): xSampler_1, _gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1
I/LIBGL (31631): lenS = 3143
I/LIBGL (31631): num = 20
I/LIBGL (31631): offset = 2115
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): attribute highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 11
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 5
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): in highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModel
I/LIBGL (31631): Parameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameter
I/LIBGL (31631): s0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec3 normal = normalize(_gl4es_NormalMatrix * _gl4es_Normal);
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_FrontMaterial.emission;
I/LIBGL (31631): Color += _gl4es_Color*_gl4es_LightModel.ambient;
I/LIBGL (31631): highp float att;
I/LIBGL (31631): highp float spot;
I/LIBGL (31631): highp vec3 VP;
I/LIBGL (31631): highp float lVP;
I/LIBGL (31631): highp float nVP;
I/LIBGL (31631): highp vec3 aa,dd,ss;
I/LIBGL (31631): highp vec3 hi;
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_0.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_0.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_0.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_0.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_1.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_1.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_1.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_1.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): Color.a = _gl4es_Color.a;
I/LIBGL (31631): [Link] = clamp([Link], 0.0, 1.0);
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 625
I/LIBGL (31631): num = 4
I/LIBGL (31631): offset = 480
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 324
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 1
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 143
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 0
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [minecraft/AdvancementList]: Loaded 446
advancements
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * gl_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 537
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): t
I/LIBGL (31631): mp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 481
I/LIBGL (31631): num = 3
I/LIBGL (31631): offset = 369
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0
I/LIBGL (31631): , 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_alpha;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec3 normal = gl_NormalMatrix * gl_Normal;
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_FrontLightModelProduct.sceneColor;
I/LIBGL (31631): highp float att;
I/LIBGL (31631): highp float spot;
I/LIBGL (31631): highp vec3 VP;
I/LIBGL (31631): highp float lVP;
I/LIBGL (31631): highp float nVP;
I/LIBGL (31631): highp
I/LIBGL (31631): lenS = 1624
I/LIBGL (31631): num = 2
I/LIBGL (31631): offset = 1526
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelProducts
I/LIBGL (31631): {
I/LIBGL (31631): vec4 sceneColor;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelProducts _gl4es_FrontLightModelProduct;
I/LIBGL (31631): uniform _gl4es_LightModelProducts _gl4es_BackLightModelProduct;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 6
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelProducts
I/LIBGL (31631): {
I/LIBGL (31631): vec4 sceneColor;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelProducts _gl4es_FrontLightModelProduct;
I/LIBGL (31631): uniform _gl4es_LightMo
I/LIBGL (31631): delProducts _gl4es_BackLightModelProduct;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_alpha;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec3 normal = _gl4es_NormalMatrix * _gl4es_Normal;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_FrontLightModelProduct.sceneColor;
I/LIBGL (31631): highp float att;
I/LIBGL (31631): highp float spot;
I/LIBGL (31631): highp vec3 VP;
I/LIBGL (31631): highp float lVP;
I/LIBGL (31631): highp float nVP;
I/LIBGL (31631): highp vec3 aa,dd,
I/LIBGL (31631): ss;
I/LIBGL (31631): highp vec3 hi;
I/LIBGL (31631): Color.a = _gl4es_FrontMaterial_alpha;
I/LIBGL (31631): [Link] = clamp([Link], 0.0, 1.0);
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 480
I/LIBGL (31631): num = 3
I/LIBGL (31631): offset = 368
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0,
I/LIBGL (31631): 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 324
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 1
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 228
I/LIBGL (31631): num = 1
I/LIBGL (31631): offset = 146
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 1
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [minecraft/GuiNewChat]: [CHAT] You have enabled
Rotation Lock. Any blocks you place will be oriented in the direction you were
looking. Press [K] to change or reset it. This message won't appear again.
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [minecraft/AdvancementList]: Loaded 446
advancements
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 468
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out highp float FogSrc;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): ve
I/LIBGL (31631): c4 tmp_tex;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-gl_Fog.density * fog_c), 0., 1.);
I/LIBGL (31631): [Link] = mix(gl_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 610
I/LIBGL (31631): num = 3
I/LIBGL (31631): offset = 369
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-_gl4es_Fog.density * fog_c), 0.0,
1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): in highp float FogSrc;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): if (floor(fColor.a*255
I/LIBGL (31631): .0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-_gl4es_Fog.density * fog_c), 0.0,
1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 592
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out highp float FogSrc;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_Mo
I/LIBGL (31631): delViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-gl_Fog.density * fog_c), 0., 1.);
I/LIBGL (31631): [Link] = mix(gl_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 862
I/LIBGL (31631): num = 5
I/LIBGL (31631): offset = 591
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-_gl4es_Fog.density * fog_c), 0.0,
1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): in highp float FogSrc;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_A
I/LIBGL (31631): lphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-_gl4es_Fog.density * fog_c), 0.0,
1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * gl_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 805
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out highp float FogSrc;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_T
I/LIBGL (31631): extureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-gl_Fog.density * fog_c), 0., 1.);
I/LIBGL (31631): [Link] = mix(gl_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 1007
I/LIBGL (31631): num = 6
I/LIBGL (31631): offset = 703
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-_gl4es_Fog.density * fog_c), 0.0,
1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): in highp float FogSrc;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoor
I/LIBGL (31631): d_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-_gl4es_Fog.density * fog_c), 0.0,
1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * gl_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 805
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out highp float FogSrc;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_T
I/LIBGL (31631): extureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-gl_Fog.density * fog_c), 0., 1.);
I/LIBGL (31631): [Link] = mix(gl_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 1092
I/LIBGL (31631): num = 7
I/LIBGL (31631): offset = 734
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-_gl4es_Fog.density * fog_c), 0.0,
1.0);
I/LIBGL (31631): fColor.
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): in highp float FogSrc;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoor
I/LIBGL (31631): d_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-_gl4es_Fog.density * fog_c), 0.0,
1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1
I/LIBGL (31631): lenS = 3287
I/LIBGL (31631): num = 20
I/LIBGL (31631): offset = 2240
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): attribute highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 12
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 5
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): in highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631):
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shinin
I/LIBGL (31631): ess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1;
I/LIBGL (31631): out highp float FogSrc;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): vec3 normal = normalize(_gl4es_NormalMatrix * _gl4es_Normal);
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_FrontMaterial.emission;
I/LIBGL (31631): Color += _gl4es_Color*_gl4es_LightModel.ambient;
I/LIBGL (31631): highp float att;
I/LIBGL (31631): highp float spot;
I/LIBGL (31631): highp vec3 VP;
I/LIBGL (31631): highp float lVP;
I/LIBGL (31631): highp float nVP;
I/LIBGL (31631): highp vec3 aa,dd,ss;
I/LIBGL (31631): highp vec3 hi;
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_0.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_0.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_0.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + ve
I/LIBGL (31631): c3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_0.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_1.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_1.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_1.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_1.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): Color.a = _gl4es_Color.a;
I/LIBGL (31631): [Link] = clamp([Link], 0.0, 1.0);
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-gl_Fog.density * fog_c), 0., 1.);
I/LIBGL (31631): [Link] = mix(gl_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 1092
I/LIBGL (31631): num = 7
I/LIBGL (31631): offset = 734
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-_gl4es_Fog.density * fog_c), 0.0,
1.0);
I/LIBGL (31631): fColor.
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): in highp float FogSrc;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoor
I/LIBGL (31631): d_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-_gl4es_Fog.density * fog_c), 0.0,
1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1
I/LIBGL (31631): lenS = 3276
I/LIBGL (31631): num = 20
I/LIBGL (31631): offset = 2229
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): attribute highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 12
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 5
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): in highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631):
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shinin
I/LIBGL (31631): ess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1;
I/LIBGL (31631): out highp float FogSrc;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): vec3 normal = _gl4es_NormalMatrix * _gl4es_Normal;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_FrontMaterial.emission;
I/LIBGL (31631): Color += _gl4es_Color*_gl4es_LightModel.ambient;
I/LIBGL (31631): highp float att;
I/LIBGL (31631): highp float spot;
I/LIBGL (31631): highp vec3 VP;
I/LIBGL (31631): highp float lVP;
I/LIBGL (31631): highp float nVP;
I/LIBGL (31631): highp vec3 aa,dd,ss;
I/LIBGL (31631): highp vec3 hi;
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_0.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_0.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_0.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0
I/LIBGL (31631): , 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_0.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_1.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_1.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_1.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_1.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): Color.a = _gl4es_Color.a;
I/LIBGL (31631): [Link] = clamp([Link], 0.0, 1.0);
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-gl_Fog.density * fog_c), 0., 1.);
I/LIBGL (31631): [Link] = mix(gl_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 1092
I/LIBGL (31631): num = 7
I/LIBGL (31631): offset = 734
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-_gl4es_Fog.density * fog_c), 0.0,
1.0);
I/LIBGL (31631): fColor.
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): in highp float FogSrc;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoor
I/LIBGL (31631): d_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-_gl4es_Fog.density * fog_c), 0.0,
1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * gl_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 681
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out highp float FogSrc;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatr
I/LIBGL (31631): ix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-gl_Fog.density * fog_c), 0., 1.);
I/LIBGL (31631): [Link] = mix(gl_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 863
I/LIBGL (31631): num = 5
I/LIBGL (31631): offset = 592
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-_gl4es_Fog.density * fog_c), 0.0,
1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): in highp float FogSrc;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_A
I/LIBGL (31631): lphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-_gl4es_Fog.density * fog_c), 0.0,
1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = gl_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * gl_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 805
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out highp float FogSrc;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_T
I/LIBGL (31631): extureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-gl_Fog.density * fog_c), 0., 1.);
I/LIBGL (31631): [Link] = mix(gl_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 1092
I/LIBGL (31631): num = 7
I/LIBGL (31631): offset = 734
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-_gl4es_Fog.density * fog_c), 0.0,
1.0);
I/LIBGL (31631): fColor.
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): in highp float FogSrc;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoor
I/LIBGL (31631): d_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-_gl4es_Fog.density * fog_c), 0.0,
1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1
I/LIBGL (31631): lenS = 3411
I/LIBGL (31631): num = 20
I/LIBGL (31631): offset = 2316
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord2;
I/LIBGL (31631): attribute highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCos
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 12
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 6
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord2;
I/LIBGL (31631): in highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): s
I/LIBGL (31631): truct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform hi
I/LIBGL (31631): ghp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1;
I/LIBGL (31631): out highp float FogSrc;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_2;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): vec3 normal = normalize(_gl4es_NormalMatrix * _gl4es_Normal);
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_FrontMaterial.emission;
I/LIBGL (31631): Color += _gl4es_Color*_gl4es_LightModel.ambient;
I/LIBGL (31631): highp float att;
I/LIBGL (31631): highp float spot;
I/LIBGL (31631): highp vec3 VP;
I/LIBGL (31631): highp float lVP;
I/LIBGL (31631): highp float nVP;
I/LIBGL (31631): highp vec3 aa,dd,ss;
I/LIBGL (31631): highp vec3 hi;
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_0.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_0.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz * _g
I/LIBGL (31631): l4es_LightSource_0.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_0.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_1.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_1.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_1.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_1.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): Color.a = _gl4es_Color.a;
I/LIBGL (31631): [Link] = clamp([Link], 0.0, 1.0);
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): _gl4es_TexCoord_2 = _gl4es_MultiTexCoord2.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform lowp vec4 _gl4es_TextureEnvColor_1;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_2;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_2;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 texColor2 = texture2DProj(_gl4es_TexSampler_2,
_gl4es_TexCoord_2);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): [Link] = [Link];
I/LIBGL (31631): [Link] = [Link] * [Link];
I/LIBGL (31631): fColor.a = Arg0.a;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): [Link] = _gl4es_TextureEnvColor_1.rgb;
I/LIBGL (31631): Arg0.a = fColor.a;
I/LIBGL (31631): [Link] = [Link];
I/LIBGL (31631): [Link] = vec3(_gl4es_TextureEnvColor_1.a);
I/LIBGL (31631): [Link] = [Link]*[Link] + [Link]*(vec3(1.)-[Link]);
I/LIBGL (31631): fColor.a = Arg0.a;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.
I/LIBGL (31631): lenS = 1599
I/LIBGL (31631): num = 10
I/LIBGL (31631): offset = 960
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform lowp vec4 _gl4es_TextureEnvColor_1;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_2;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_2;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 texColor2 = texture2DProj(_gl4es_TexSampler_2,
_gl4es_TexCoord_2);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): [Link] = [Link];
I/LIBGL (31631): [Link] = [Link] * [Link];
I/LIBGL (31631): fColor.a = Arg0.a;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): [Link] = _gl4es_TextureEnv
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 6
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): in highp float FogSrc;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform lowp vec4 _gl4
I/LIBGL (31631): es_TextureEnvColor_1;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_2;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_2;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 texColor2 = textureProj(_gl4es_TexSampler_2,
_gl4es_TexCoord_2);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): [Link] = [Link];
I/LIBGL (31631): [Link] = [Link] * [Link];
I/LIBGL (31631): fColor.a = Arg0.a;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): [Link] = _gl4es_TextureEnvColor_1.rgb;
I/LIBGL (31631): Arg0.a = fColor.a;
I/LIBGL (31631): [Link] = [Link];
I/LIBGL (31631): [Link] = vec3(_gl4es_TextureEnvColor_1.a);
I/LIBGL (31631): [Link] = [Link]*[Link] + [Link]*(vec3(1.0)-[Link]);
I/LIBGL (31631): fColor.a = Arg0.a;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = fColor;
I/LIBGL (31631): [Link] = [Link];
I/LIBGL (31631): [Link] = [Link] * [Link];
I/LIBGL (31631): fColor.a = Arg0.a;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): highp float fog
I/LIBGL (31631): _c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-_gl4es_Fog.density * fog_c), 0.0,
1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1
I/LIBGL (31631): lenS = 3287
I/LIBGL (31631): num = 20
I/LIBGL (31631): offset = 2240
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): attribute highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 12
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 5
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord1;
I/LIBGL (31631): in highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631):
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shinin
I/LIBGL (31631): ess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1;
I/LIBGL (31631): out highp float FogSrc;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_1;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): vec3 normal = normalize(_gl4es_NormalMatrix * _gl4es_Normal);
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_FrontMaterial.emission;
I/LIBGL (31631): Color += _gl4es_Color*_gl4es_LightModel.ambient;
I/LIBGL (31631): highp float att;
I/LIBGL (31631): highp float spot;
I/LIBGL (31631): highp vec3 VP;
I/LIBGL (31631): highp float lVP;
I/LIBGL (31631): highp float nVP;
I/LIBGL (31631): highp vec3 aa,dd,ss;
I/LIBGL (31631): highp vec3 hi;
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_0.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_0.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_0.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + ve
I/LIBGL (31631): c3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_0.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_1.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_1.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_1.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_1.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): Color.a = _gl4es_Color.a;
I/LIBGL (31631): [Link] = clamp([Link], 0.0, 1.0);
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_1 * _gl4es_MultiTexCoord1);
I/LIBGL (31631): _gl4es_TexCoord_1 = tmp_tex.stpq;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-gl_Fog.density * fog_c), 0., 1.);
I/LIBGL (31631): [Link] = mix(gl_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 1007
I/LIBGL (31631): num = 6
I/LIBGL (31631): offset = 703
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = texture2DProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-_gl4es_Fog.density * fog_c), 0.0,
1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): in highp float FogSrc;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): in vec4 _gl4es_TexCoor
I/LIBGL (31631): d_1;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_1;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 texColor1 = textureProj(_gl4es_TexSampler_1,
_gl4es_TexCoord_1);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): Arg0 = texColor1;
I/LIBGL (31631): Arg1 = fColor;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-_gl4es_Fog.density * fog_c), 0.0,
1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 468
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewMatrix;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out highp float FogSrc;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 vertex = _gl4es_ModelViewMatrix * _gl4es_Vertex;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): ve
I/LIBGL (31631): c4 tmp_tex;
I/LIBGL (31631): FogSrc = vertex.z;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-gl_Fog.density * fog_c), 0., 1.);
I/LIBGL (31631): [Link] = mix(gl_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 525
I/LIBGL (31631): num = 2
I/LIBGL (31631): offset = 409
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): varying highp float FogSrc;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = clamp(exp(-_gl4es_Fog.density * fog_c), 0.0,
1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 1
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): struct _gl4es_FogParameters {
I/LIBGL (31631): lowp vec4 color;
I/LIBGL (31631): mediump float density;
I/LIBGL (31631): highp float start;
I/LIBGL (31631): highp float end;
I/LIBGL (31631): highp float scale;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_FogParameters _gl4es_Fog;
I/LIBGL (31631): in highp float FogSrc;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): highp float fog_c = abs(FogSrc);
I/LIBGL (31631): highp float FogF = c
I/LIBGL (31631): lamp(exp(-_gl4es_Fog.density * fog_c), 0.0, 1.0);
I/LIBGL (31631): [Link] = mix(_gl4es_Fog.[Link], [Link], FogF);
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Server thread/WARN] [FML]: Quark loaded a new chunk [-13, 27] in
dimension 0 (overworld) while populating chunk [-13, 28], causing cascading
worldgen lag.
[Link] [Server thread/WARN] [FML]: Please report this to the mod's issue
tracker. This log can be disabled in the Forge config.
[Link] [Server thread/WARN] [FML]: Quark loaded a new chunk [-13, 26] in
dimension 0 (overworld) while populating chunk [-13, 28], causing cascading
worldgen lag.
[Link] [Server thread/WARN] [FML]: Please report this to the mod's issue
tracker. This log can be disabled in the Forge config.
[Link] [Server thread/WARN] [FML]: Quark loaded a new chunk [-14, 27] in
dimension 0 (overworld) while populating chunk [-13, 28], causing cascading
worldgen lag.
[Link] [Server thread/WARN] [FML]: Please report this to the mod's issue
tracker. This log can be disabled in the Forge config.
Mar 15, 2023 [Link] AM
[Link] getArmorModel
INFO: Creating an armor wrapper for [Link]@db9d6aa
Mar 15, 2023 [Link] AM
[Link] getArmorModel
INFO: Creating an armor wrapper for [Link]@78c90508
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1
I/LIBGL (31631): lenS = 2919
I/LIBGL (31631): num = 20
I/LIBGL (31631): offset = 1985
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): attribute highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 10
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 4
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): in highp vec3 _gl4es_Normal;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): uniform highp mat3 _gl4es_NormalMatrix;
I/LIBGL (31631): struct _gl4es_LightModelParameters {
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_LightModelParameters _gl4es_LightModel;
I/LIBGL (31631): struct
I/LIBGL (31631): _gl4es_MaterialParameters
I/LIBGL (31631): {
I/LIBGL (31631): vec4 emission;
I/LIBGL (31631): vec4 ambient;
I/LIBGL (31631): vec4 diffuse;
I/LIBGL (31631): vec4 specular;
I/LIBGL (31631): float shininess;
I/LIBGL (31631): };
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_FrontMaterial;
I/LIBGL (31631): uniform _gl4es_MaterialParameters _gl4es_BackMaterial;
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters1
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): highp float constantAttenuation;
I/LIBGL (31631): highp float linearAttenuation;
I/LIBGL (31631): highp float quadraticAttenuation;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_FPELightSourceParameters0
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): highp vec4 position;
I/LIBGL (31631): highp vec3 spotDirection;
I/LIBGL (31631): highp float spotExponent;
I/LIBGL (31631): highp float spotCosCutoff;
I/LIBGL (31631): };
I/LIBGL (31631): struct _gl4es_LightProducts
I/LIBGL (31631): {
I/LIBGL (31631): highp vec4 ambient;
I/LIBGL (31631): highp vec4 diffuse;
I/LIBGL (31631): highp vec4 specular;
I/LIBGL (31631): };
I/LIBGL (31631): uniform highp float _gl4es_FrontMaterial_shininess;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_0;
I/LIBGL (31631): uniform _gl4
I/LIBGL (31631): es_LightProducts _gl4es_FrontLightProduct_0;
I/LIBGL (31631): uniform _gl4es_FPELightSourceParameters0 _gl4es_LightSource_1;
I/LIBGL (31631): uniform _gl4es_LightProducts _gl4es_FrontLightProduct_1;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec3 normal = _gl4es_NormalMatrix * _gl4es_Normal;
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_FrontMaterial.emission;
I/LIBGL (31631): Color += _gl4es_Color*_gl4es_LightModel.ambient;
I/LIBGL (31631): highp float att;
I/LIBGL (31631): highp float spot;
I/LIBGL (31631): highp vec3 VP;
I/LIBGL (31631): highp float lVP;
I/LIBGL (31631): highp float nVP;
I/LIBGL (31631): highp vec3 aa,dd,ss;
I/LIBGL (31631): highp vec3 hi;
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_0.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _gl4es_LightSource_0.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_0.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_0.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): att = 1.00;
I/LIBGL (31631): VP = normalize(_gl4es_LightSource_1.[Link]);
I/LIBGL (31631): aa = _gl4es_Color.xyz * _g
I/LIBGL (31631): l4es_LightSource_1.[Link];
I/LIBGL (31631): nVP = dot(normal, VP);
I/LIBGL (31631): dd = (nVP>0.0)?(nVP * _gl4es_Color.xyz *
_gl4es_LightSource_1.[Link]):vec3(0.0);
I/LIBGL (31631): hi = normalize(VP + vec3(0.0, 0.0, 1.0));
I/LIBGL (31631): lVP = dot(normal, hi);
I/LIBGL (31631): ss = (nVP>0.0 && lVP>0.0)?
(_gl4es_FrontLightProduct_1.[Link]):vec3(0.0);
I/LIBGL (31631): [Link] += att*(aa+dd+ss);
I/LIBGL (31631): Color.a = _gl4es_Color.a;
I/LIBGL (31631): [Link] = clamp([Link], 0.0, 1.0);
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 480
I/LIBGL (31631): num = 3
I/LIBGL (31631): offset = 368
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0,
I/LIBGL (31631): 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
I/LIBGL (31631): Color = gl_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_0 * gl_MultiTexCoord0);
I/LIBGL (31631): _gl4es_TexCoord_0 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631):
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 537
I/LIBGL (31631): num = 0
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_Vertex;
I/LIBGL (31631): attribute lowp vec4 _gl4es_Color;
I/LIBGL (31631): attribute highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): tmp_tex = (_gl4es_TextureMatrix_0 * _gl4es_MultiTexCoord0);
I/LIBGL (31631): _gl4es_TexCoord_0 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 1
I/LIBGL (31631): num_attribute = 3
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): out vec4 Color;
I/LIBGL (31631): in highp vec4 _gl4es_Vertex;
I/LIBGL (31631): in lowp vec4 _gl4es_Color;
I/LIBGL (31631): in highp vec4 _gl4es_MultiTexCoord0;
I/LIBGL (31631): uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
I/LIBGL (31631): out vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform highp mat4 _gl4es_TextureMatrix_0;
I/LIBGL (31631):
I/LIBGL (31631): void main() {
I/LIBGL (31631): gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex;
I/LIBGL (31631): Color = _gl4es_Color;
I/LIBGL (31631): vec4 tmp_tex;
I/LIBGL (31631): t
I/LIBGL (31631): mp_tex = (_gl4es_TextureMatrix_0 * _gl4es_MultiTexCoord0);
I/LIBGL (31631): _gl4es_TexCoord_0 = tmp_tex.stpq;
I/LIBGL (31631): }
I/LIBGL (31631): ////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
I/LIBGL (31631): ########ShaderSource :
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0., 1.);
I/LIBGL (31631): if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }
I/LIBGL (31631): ########
I/LIBGL (31631):
I/LIBGL (31631): lenS = 480
I/LIBGL (31631): num = 3
I/LIBGL (31631): offset = 368
I/LIBGL (31631): ========ConvertShader :
I/LIBGL (31631): #version 100
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): varying vec4 Color;
I/LIBGL (31631): varying vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = texture2DProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0, 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): gl_FragColor = fColor;
I/LIBGL (31631): }////@@@@FIX_MARKER_VGPU@@@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): add marker succeed!
I/LIBGL (31631): num_const = 0
I/LIBGL (31631): num_uniform = 2
I/LIBGL (31631): num_constructor = 0
I/LIBGL (31631): vsh = 0
I/LIBGL (31631): num_uint_ = 0
I/LIBGL (31631): num_uvec_ = 0
I/LIBGL (31631): num_int_ = 0
I/LIBGL (31631): num_ivec_ = 0
I/LIBGL (31631): extension = 0
I/LIBGL (31631): offset = 16
I/LIBGL (31631): offset = 16
I/LIBGL (31631): find marker succeed!
I/LIBGL (31631): ========NewConvertShader :
I/LIBGL (31631): #version 320 es
I/LIBGL (31631): precision mediump sampler2DShadow;
I/LIBGL (31631): precision highp float;
I/LIBGL (31631): precision mediump int;
I/LIBGL (31631): vec4 texelFetch_(sampler2D tex, vec2 P, float lod){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y)), int(lod));
I/LIBGL (31631): }vec4 texelFetch_Offset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): return texelFetch(tex, ivec2(int(P.x), int(P.y))
+ivec2(int(offset.x), int(offset.y)), int(lod));
I/LIBGL (31631): }vec4 textureLodOffset_(sampler2D tex, vec2 P, float lod, vec2
offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureLod(tex, P+offset/vec2(float(Size.x),
float(Size.y)), lod);
I/LIBGL (31631): }vec4 textureGradOffset_(sampler2D tex, vec2 P, vec2 dPdx, vec2
dPdy, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGrad(tex, P+offset/vec2(float(Size.x),
float(Size.y)), dPdx, dPdy);
I/LIBGL (31631): }vec4 textureOffset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return texture(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec2 textureSize_(sampler2D tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return v
I/LIBGL (31631): ec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec2 textureSize_(sampler2DShadow tex, float lod){
I/LIBGL (31631): ivec2 Size = textureSize(tex, int(lod));
I/LIBGL (31631): return vec2(float(Size.x), float(Size.y));
I/LIBGL (31631): }vec4 textureGather_(sampler2D tex, vec2 P){
I/LIBGL (31631): return textureGather(tex, P);
I/LIBGL (31631): }vec4 textureGather_Offset_(sampler2D tex, vec2 P, vec2 offset){
I/LIBGL (31631): ivec2 Size = textureSize(tex, 0);
I/LIBGL (31631): return textureGather(tex, P+offset/vec2(float(Size.x),
float(Size.y)));
I/LIBGL (31631): }vec3 shadow2DLod(sampler2DShadow shadow, vec3 coord, float
level){
I/LIBGL (31631): return vec3(textureLod(shadow, coord, level), 0.0, 0.0);
I/LIBGL (31631): }vec3 shadow2D(sampler2DShadow shadow, vec3 coord){
I/LIBGL (31631): return vec3(texture(shadow, coord), 0.0, 0.0);
I/LIBGL (31631): }
I/LIBGL (31631): out mediump vec4 FragColor;
I/LIBGL (31631): // FPE_Shader generated
I/LIBGL (31631): in vec4 Color;
I/LIBGL (31631): in vec4 _gl4es_TexCoord_0;
I/LIBGL (31631): uniform sampler2D _gl4es_TexSampler_0;
I/LIBGL (31631): uniform float _gl4es_AlphaRef;
I/LIBGL (31631): void main() {
I/LIBGL (31631): vec4 fColor = Color;
I/LIBGL (31631): vec4 texColor0 = textureProj(_gl4es_TexSampler_0,
_gl4es_TexCoord_0);
I/LIBGL (31631): vec4 Arg0, Arg1, Arg2;
I/LIBGL (31631): Arg0 = texColor0;
I/LIBGL (31631): Arg1 = Color;
I/LIBGL (31631): fColor = Arg0 * Arg1;
I/LIBGL (31631): fColor = clamp(fColor, 0.0,
I/LIBGL (31631): 1.0);
I/LIBGL (31631): if (floor(fColor.a*255.0) <= _gl4es_AlphaRef) discard;
I/LIBGL (31631): FragColor = fColor;
I/LIBGL (31631): }////@@
I/LIBGL (31631): ========
I/LIBGL (31631):
I/LIBGL (31631): >>>>>>>>Compiler message is
I/LIBGL (31631):
I/LIBGL (31631): LIBGL: End of Error log>>>>>>>>
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [minecraft/AdvancementList]: Loaded 446
advancements
[Link] [Server thread/WARN] [FML]: Quark loaded a new chunk [-15, 31] in
dimension 0 (overworld) while populating chunk [-15, 32], causing cascading
worldgen lag.
[Link] [Server thread/WARN] [FML]: Please report this to the mod's issue
tracker. This log can be disabled in the Forge config.
[Link] [Server thread/WARN] [FML]: Quark loaded a new chunk [-16, 31] in
dimension 0 (overworld) while populating chunk [-15, 32], causing cascading
worldgen lag.
[Link] [Server thread/WARN] [FML]: Please report this to the mod's issue
tracker. This log can be disabled in the Forge config.
[Link] [Server thread/WARN] [minecraft/MinecraftServer]: Can't keep up! Did the
system time change, or is the server overloaded? Running 3074ms behind, skipping 61
tick(s)
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received
passengers for unknown entity
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: true
[Link] [Client thread/INFO] [STDOUT]:
[[Link]:grabMouse:66]: Grab: false

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