--------- 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