1.5.0pre3 bugs
Posted: 02.06.2007, 20:48
In pre2, I could see the new atmosphere and the "lunarlambert" codes work wonders. but now, in pre3, whenever I switch to openGL 2, every single object, except for stars and galaxies, turns bright red, even if they don't have the new codes in their ssc files.
this is what my shaders.log file shows:
this is what my shaders.log file shows:
Code: Select all
Vertex shader source:
1: #version 110
2: uniform vec3 light0_direction;
3: uniform vec3 light0_diffuse;
4: uniform vec3 light0_specular;
5: uniform vec3 light0_halfVector;
6: uniform vec3 eyePosition;
7: varying vec2 diffTexCoord;
8: varying vec2 specTexCoord;
9: uniform float textureOffset;
10: vec3 eyeDir = normalize(eyePosition - gl_Vertex.xyz);
11: float NV = dot(gl_Normal, eyeDir);
12: varying vec4 diffFactors;
13: varying vec3 normal;
14: varying vec3 lightHalfVec0;
15:
16: void main(void)
17: {
18: float NL;
19: normal = gl_Normal;
20: NL = max(0.0, dot(gl_Normal, light0_direction));
21: diffFactors.x = NL;
22: lightHalfVec0 = light0_direction + eyeDir;
23: diffTexCoord = gl_MultiTexCoord0.st + vec2(textureOffset, 0.0);
24: specTexCoord = gl_MultiTexCoord1.st;
25: gl_Position = ftransform();
26: }
Error compiling vertex shader:
(1) : error C0104: Unknown pre-processor directive #version
Fragment shader source:
1: #version 110
2: uniform sampler2D diffTex;
3: uniform sampler2D specTex;
4: varying vec2 diffTexCoord;
5: varying vec2 specTexCoord;
6: uniform vec3 ambientColor;
7: uniform float opacity;
8: varying vec4 diffFactors;
9: vec4 diff = vec4(ambientColor, opacity);
10: varying vec3 normal;
11: vec4 spec = vec4(0.0);
12: uniform float shininess;
13: varying vec3 lightHalfVec0;
14: uniform vec3 lightcolor0;
15: uniform vec3 lightspecColor0;
16:
17: void main(void)
18: {
19: vec4 color;
20: float NH;
21: vec3 n = normalize(normal);
22: diff.rgb += diffFactors.x * lightcolor0;
23: NH = max(0.0, dot(n, normalize(lightHalfVec0)));
24: spec.rgb += diffFactors.x * pow(NH, shininess) * lightspecColor0;
25: color = texture2D(diffTex, diffTexCoord.st);
26: gl_FragColor = color * diff + texture2D(specTex, specTexCoord.st) * spec;
27: }
Error compiling fragment shader:
(1) : error C0104: Unknown pre-processor directive #version
Vertex shader source:
1: #version 110
2: uniform vec3 light0_direction;
3: uniform vec3 light0_diffuse;
4: uniform vec3 light0_specular;
5: uniform vec3 light0_halfVector;
6: uniform vec3 eyePosition;
7: varying vec2 diffTexCoord;
8: varying vec2 specTexCoord;
9: varying vec2 nightTexCoord;
10: uniform float textureOffset;
11: uniform vec3 atmosphereRadius;
12: uniform float mieCoeff;
13: uniform float mieH;
14: uniform float mieK;
15: uniform vec3 rayleighCoeff;
16: uniform float rayleighH;
17: uniform vec3 scatterCoeffSum;
18: uniform vec3 invScatterCoeffSum;
19: uniform vec3 extinctionCoeff;
20: vec3 eyeDir = normalize(eyePosition - gl_Vertex.xyz);
21: float NV = dot(gl_Normal, eyeDir);
22: varying vec4 diffFactors;
23: varying vec3 normal;
24: varying vec3 lightHalfVec0;
25: varying vec3 scatterEx;
26:
27: void main(void)
28: {
29: float NL;
30: normal = gl_Normal;
31: NL = max(0.0, dot(gl_Normal, light0_direction));
32: diffFactors.x = NL;
33: lightHalfVec0 = light0_direction + eyeDir;
34: diffTexCoord = gl_MultiTexCoord0.st + vec2(textureOffset, 0.0);
35: specTexCoord = gl_MultiTexCoord1.st;
36: nightTexCoord = gl_MultiTexCoord2.st;
37: {
38: float rq = dot(eyePosition, eyeDir);
39: float qq = dot(eyePosition, eyePosition) - atmosphereRadius.y;
40: float d = sqrt(rq * rq - qq);
41: vec3 atmEnter = eyePosition + min(0.0, (-rq + d)) * eyeDir;
42: vec3 atmLeave = gl_Vertex.xyz;
43: vec3 atmSamplePoint = (atmEnter + atmLeave) * 0.5;
44: vec3 atmSamplePointSun = atmEnter * 0.5 + atmLeave * 0.5;
45: rq = dot(atmSamplePointSun, light0_direction);
46: qq = dot(atmSamplePointSun, atmSamplePointSun) - atmosphereRadius.y;
47: d = sqrt(rq * rq - qq);
48: float distSun = -rq + d;
49: float distAtm = length(atmEnter - atmLeave);
50: float density = 0.0;
51: atmSamplePoint = atmEnter * 0.333 + atmLeave * 0.667;
52: float h = max(0.0, length(atmSamplePoint) - atmosphereRadius.z);
53: density += exp(-h * mieH);
54: atmSamplePoint = atmEnter * 0.667 + atmLeave * 0.333;
55: h = max(0.0, length(atmSamplePoint) - atmosphereRadius.z);
56: density += exp(-h * mieH);
57: vec3 sunColor = exp(-extinctionCoeff * density * distSun);
58: vec3 ex = exp(-extinctionCoeff * density * distAtm);
59: float cosTheta = dot(eyeDir, light0_direction);
60: float phMie = (1.0 - mieK * mieK) / ((1.0 - mieK * cosTheta) * (1.0 - mieK * cosTheta));
61: float phRayleigh = 1.0;
62: scatterEx = ex;
63: gl_FrontSecondaryColor.rgb = (phRayleigh * rayleighCoeff + phMie * mieCoeff) * invScatterCoeffSum * sunColor * (1.0 - exp(-scatterCoeffSum * density * distAtm));
64: }
65: gl_Position = ftransform();
66: }
Error compiling vertex shader:
(1) : error C0104: Unknown pre-processor directive #version
Fragment shader source:
1: #version 110
2: uniform sampler2D diffTex;
3: uniform sampler2D specTex;
4: uniform sampler2D nightTex;
5: varying vec2 diffTexCoord;
6: varying vec2 specTexCoord;
7: varying vec2 nightTexCoord;
8: uniform vec3 ambientColor;
9: uniform float opacity;
10: varying vec4 diffFactors;
11: vec4 diff = vec4(ambientColor, opacity);
12: varying vec3 normal;
13: vec4 spec = vec4(0.0);
14: uniform float shininess;
15: varying vec3 lightHalfVec0;
16: uniform vec3 lightcolor0;
17: uniform vec3 lightspecColor0;
18: varying vec3 scatterEx;
19:
20: void main(void)
21: {
22: vec4 color;
23: float NH;
24: vec3 n = normalize(normal);
25: diff.rgb += diffFactors.x * lightcolor0;
26: NH = max(0.0, dot(n, normalize(lightHalfVec0)));
27: spec.rgb += diffFactors.x * pow(NH, shininess) * lightspecColor0;
28: color = texture2D(diffTex, diffTexCoord.st);
29: gl_FragColor = color * diff + texture2D(specTex, specTexCoord.st) * spec;
30: float totalLight = diffFactors.x;
31: totalLight = 1.0 - totalLight;
32: totalLight = totalLight * totalLight * totalLight * totalLight;
33: gl_FragColor += texture2D(nightTex, nightTexCoord.st) * totalLight;
34: gl_FragColor.rgb = gl_FragColor.rgb * scatterEx + gl_SecondaryColor.rgb;
35: }
Error compiling fragment shader:
(1) : error C0104: Unknown pre-processor directive #version
Vertex shader source:
1: #version 110
2: uniform vec3 light0_direction;
3: uniform vec3 light0_diffuse;
4: uniform vec3 light0_specular;
5: uniform vec3 light0_halfVector;
6: uniform vec3 eyePosition;
7: varying vec2 diffTexCoord;
8: uniform float textureOffset;
9: uniform vec3 atmosphereRadius;
10: uniform float mieCoeff;
11: uniform float mieH;
12: uniform float mieK;
13: uniform vec3 rayleighCoeff;
14: uniform float rayleighH;
15: uniform vec3 scatterCoeffSum;
16: uniform vec3 invScatterCoeffSum;
17: uniform vec3 extinctionCoeff;
18: vec3 eyeDir = normalize(eyePosition - gl_Vertex.xyz);
19: float NV = dot(gl_Normal, eyeDir);
20: uniform vec3 ambientColor;
21: uniform float opacity;
22: varying vec4 diff;
23: varying vec3 scatterEx;
24:
25: void main(void)
26: {
27: float NL;
28: diff = vec4(ambientColor, opacity);
29: NL = max(0.0, dot(gl_Normal, light0_direction));
30: diff.rgb += light0_diffuse * NL;
31: diffTexCoord = gl_MultiTexCoord0.st + vec2(textureOffset, 0.0);
32: {
33: float rq = dot(eyePosition, eyeDir);
34: float qq = dot(eyePosition, eyePosition) - atmosphereRadius.y;
35: float d = sqrt(rq * rq - qq);
36: vec3 atmEnter = eyePosition + min(0.0, (-rq + d)) * eyeDir;
37: vec3 atmLeave = gl_Vertex.xyz;
38: vec3 atmSamplePoint = (atmEnter + atmLeave) * 0.5;
39: vec3 atmSamplePointSun = atmEnter * 0.5 + atmLeave * 0.5;
40: rq = dot(atmSamplePointSun, light0_direction);
41: qq = dot(atmSamplePointSun, atmSamplePointSun) - atmosphereRadius.y;
42: d = sqrt(rq * rq - qq);
43: float distSun = -rq + d;
44: float distAtm = length(atmEnter - atmLeave);
45: float density = 0.0;
46: atmSamplePoint = atmEnter * 0.333 + atmLeave * 0.667;
47: float h = max(0.0, length(atmSamplePoint) - atmosphereRadius.z);
48: density += exp(-h * mieH);
49: atmSamplePoint = atmEnter * 0.667 + atmLeave * 0.333;
50: h = max(0.0, length(atmSamplePoint) - atmosphereRadius.z);
51: density += exp(-h * mieH);
52: vec3 sunColor = exp(-extinctionCoeff * density * distSun);
53: vec3 ex = exp(-extinctionCoeff * density * distAtm);
54: float cosTheta = dot(eyeDir, light0_direction);
55: float phMie = (1.0 - mieK * mieK) / ((1.0 - mieK * cosTheta) * (1.0 - mieK * cosTheta));
56: float phRayleigh = 1.0;
57: scatterEx = ex;
58: gl_FrontSecondaryColor.rgb = (phRayleigh * rayleighCoeff + phMie * mieCoeff) * invScatterCoeffSum * sunColor * (1.0 - exp(-scatterCoeffSum * density * distAtm));
59: }
60: gl_Position = ftransform();
61: }
Error compiling vertex shader:
(1) : error C0104: Unknown pre-processor directive #version
Fragment shader source:
1: #version 110
2: uniform sampler2D diffTex;
3: varying vec2 diffTexCoord;
4: varying vec4 diff;
5: varying vec3 scatterEx;
6:
7: void main(void)
8: {
9: vec4 color;
10: color = texture2D(diffTex, diffTexCoord.st);
11: gl_FragColor = color * diff;
12: gl_FragColor.rgb = gl_FragColor.rgb * scatterEx + gl_SecondaryColor.rgb;
13: }
Error compiling fragment shader:
(1) : error C0104: Unknown pre-processor directive #version
Vertex shader source:
1: #version 110
2: uniform vec3 light0_direction;
3: uniform vec3 light0_diffuse;
4: uniform vec3 light0_specular;
5: uniform vec3 light0_halfVector;
6: uniform vec3 eyePosition;
7: uniform vec3 atmosphereRadius;
8: uniform float mieCoeff;
9: uniform float mieH;
10: uniform float mieK;
11: uniform vec3 rayleighCoeff;
12: uniform float rayleighH;
13: uniform vec3 scatterCoeffSum;
14: uniform vec3 invScatterCoeffSum;
15: uniform vec3 extinctionCoeff;
16: varying vec3 scatteredColor0;
17: vec3 eyeDir = normalize(eyePosition - gl_Vertex.xyz);
18: float NV = dot(gl_Normal, eyeDir);
19: varying vec3 scatterEx;
20: varying vec3 eyeDir_obj;
21:
22: void main(void)
23: {
24: float NL;
25: {
26: float rq = dot(eyePosition, eyeDir);
27: float qq = dot(eyePosition, eyePosition) - atmosphereRadius.y;
28: float d = sqrt(rq * rq - qq);
29: vec3 atmEnter = eyePosition + min(0.0, (-rq + d)) * eyeDir;
30: vec3 atmLeave = gl_Vertex.xyz;
31: vec3 atmSamplePoint = (atmEnter + atmLeave) * 0.5;
32: vec3 atmSamplePointSun = atmEnter * 0.5 + atmLeave * 0.5;
33: rq = dot(atmSamplePointSun, light0_direction);
34: qq = dot(atmSamplePointSun, atmSamplePointSun) - atmosphereRadius.y;
35: d = sqrt(rq * rq - qq);
36: float distSun = -rq + d;
37: float distAtm = length(atmEnter - atmLeave);
38: float density = 0.0;
39: atmSamplePoint = atmEnter * 0.333 + atmLeave * 0.667;
40: float h = max(0.0, length(atmSamplePoint) - atmosphereRadius.z);
41: density += exp(-h * mieH);
42: atmSamplePoint = atmEnter * 0.667 + atmLeave * 0.333;
43: h = max(0.0, length(atmSamplePoint) - atmosphereRadius.z);
44: density += exp(-h * mieH);
45: vec3 sunColor = exp(-extinctionCoeff * density * distSun);
46: vec3 ex = exp(-extinctionCoeff * density * distAtm);
47: scatterEx = ex;
48: scatteredColor0 = sunColor * (1.0 - exp(-scatterCoeffSum * density * distAtm));
49: }
50: eyeDir_obj = eyeDir;
51: gl_Position = ftransform();
52: }
Error compiling vertex shader:
(1) : error C0104: Unknown pre-processor directive #version
Fragment shader source:
1: #version 110
2: varying vec3 scatterEx;
3: varying vec3 eyeDir_obj;
4: uniform float mieK;
5: uniform float mieCoeff;
6: uniform vec3 rayleighCoeff;
7: uniform vec3 invScatterCoeffSum;
8: uniform vec3 light0_direction;
9: varying vec3 scatteredColor0;
10:
11: void main(void)
12: {
13: vec3 color = vec3(0.0, 0.0, 0.0);
14: vec3 V = normalize(eyeDir_obj);
15: float cosTheta = dot(V, light0_direction);
16: float phMie = (1.0 - mieK * mieK) / ((1.0 - mieK * cosTheta) * (1.0 - mieK * cosTheta));
17: float phRayleigh = 1.0;
18: color += (phRayleigh * rayleighCoeff + phMie * mieCoeff) * invScatterCoeffSum * scatteredColor0;
19: gl_FragColor = vec4(color, dot(scatterEx, vec3(0.333, 0.333, 0.333)));
20: }
Error compiling fragment shader:
(1) : error C0104: Unknown pre-processor directive #version
Vertex shader source:
1: #version 110
2: uniform vec3 light0_direction;
3: uniform vec3 light0_diffuse;
4: uniform vec3 light0_specular;
5: uniform vec3 light0_halfVector;
6: uniform vec3 eyePosition;
7: varying vec2 diffTexCoord;
8: varying vec2 normTexCoord;
9: varying vec2 specTexCoord;
10: varying vec2 nightTexCoord;
11: uniform float textureOffset;
12: uniform vec3 atmosphereRadius;
13: uniform float mieCoeff;
14: uniform float mieH;
15: uniform float mieK;
16: uniform vec3 rayleighCoeff;
17: uniform float rayleighH;
18: uniform vec3 scatterCoeffSum;
19: uniform vec3 invScatterCoeffSum;
20: uniform vec3 extinctionCoeff;
21: vec3 eyeDir = normalize(eyePosition - gl_Vertex.xyz);
22: attribute vec3 tangent;
23: varying vec3 lightDir_tan_0;
24: varying vec3 eyeDir_tan;
25: varying vec3 scatterEx;
26:
27: void main(void)
28: {
29: float NL;
30: vec3 bitangent = cross(gl_Normal, tangent);
31: eyeDir_tan.x = dot(tangent, eyeDir);
32: eyeDir_tan.y = dot(-bitangent, eyeDir);
33: eyeDir_tan.z = dot(gl_Normal, eyeDir);
34: NL = max(0.0, dot(gl_Normal, light0_direction));
35: lightDir_tan_0.x = dot(tangent, light0_direction);
36: lightDir_tan_0.y = dot(-bitangent, light0_direction);
37: lightDir_tan_0.z = dot(gl_Normal, light0_direction);
38: diffTexCoord = gl_MultiTexCoord0.st + vec2(textureOffset, 0.0);
39: normTexCoord = gl_MultiTexCoord1.st + vec2(textureOffset, 0.0);
40: specTexCoord = gl_MultiTexCoord2.st;
41: nightTexCoord = gl_MultiTexCoord3.st;
42: {
43: float rq = dot(eyePosition, eyeDir);
44: float qq = dot(eyePosition, eyePosition) - atmosphereRadius.y;
45: float d = sqrt(rq * rq - qq);
46: vec3 atmEnter = eyePosition + min(0.0, (-rq + d)) * eyeDir;
47: vec3 atmLeave = gl_Vertex.xyz;
48: vec3 atmSamplePoint = (atmEnter + atmLeave) * 0.5;
49: vec3 atmSamplePointSun = atmEnter * 0.5 + atmLeave * 0.5;
50: rq = dot(atmSamplePointSun, light0_direction);
51: qq = dot(atmSamplePointSun, atmSamplePointSun) - atmosphereRadius.y;
52: d = sqrt(rq * rq - qq);
53: float distSun = -rq + d;
54: float distAtm = length(atmEnter - atmLeave);
55: float density = 0.0;
56: atmSamplePoint = atmEnter * 0.333 + atmLeave * 0.667;
57: float h = max(0.0, length(atmSamplePoint) - atmosphereRadius.z);
58: density += exp(-h * mieH);
59: atmSamplePoint = atmEnter * 0.667 + atmLeave * 0.333;
60: h = max(0.0, length(atmSamplePoint) - atmosphereRadius.z);
61: density += exp(-h * mieH);
62: vec3 sunColor = exp(-extinctionCoeff * density * distSun);
63: vec3 ex = exp(-extinctionCoeff * density * distAtm);
64: float cosTheta = dot(eyeDir, light0_direction);
65: float phMie = (1.0 - mieK * mieK) / ((1.0 - mieK * cosTheta) * (1.0 - mieK * cosTheta));
66: float phRayleigh = 1.0;
67: scatterEx = ex;
68: gl_FrontSecondaryColor.rgb = (phRayleigh * rayleighCoeff + phMie * mieCoeff) * invScatterCoeffSum * sunColor * (1.0 - exp(-scatterCoeffSum * density * distAtm));
69: }
70: gl_Position = ftransform();
71: }
Error compiling vertex shader:
(1) : error C0104: Unknown pre-processor directive #version
Fragment shader source:
1: #version 110
2: uniform sampler2D diffTex;
3: uniform sampler2D normTex;
4: uniform sampler2D specTex;
5: uniform sampler2D nightTex;
6: varying vec2 diffTexCoord;
7: varying vec2 normTexCoord;
8: varying vec2 specTexCoord;
9: varying vec2 nightTexCoord;
10: uniform vec3 ambientColor;
11: uniform float opacity;
12: vec4 diff = vec4(ambientColor, opacity);
13: varying vec3 eyeDir_tan;
14: vec4 spec = vec4(0.0);
15: uniform float shininess;
16: varying vec3 lightDir_tan_0;
17: uniform vec3 lightcolor0;
18: uniform vec3 lightspecColor0;
19: varying vec3 scatterEx;
20:
21: void main(void)
22: {
23: vec4 color;
24: vec3 n = texture2D(normTex, normTexCoord.st).xyz * 2.0 - vec3(1.0, 1.0, 1.0);
25: float l;
26: vec3 V = normalize(eyeDir_tan);
27: vec3 H;
28: float NH;
29: float NL;
30: NL = dot(lightDir_tan_0, n);
31: l = max(0.0, dot(lightDir_tan_0, n)) * clamp(lightDir_tan_0.z * 8.0, 0.0, 1.0);
32: float totalLight = l;
33: diff.rgb += l * lightcolor0;
34: H = normalize(eyeDir_tan + lightDir_tan_0);
35: NH = max(0.0, dot(n, H));
36: spec.rgb += l * pow(NH, shininess) * lightspecColor0;
37: color = texture2D(diffTex, diffTexCoord.st);
38: gl_FragColor = color * diff + texture2D(specTex, specTexCoord.st) * spec;
39: totalLight = 1.0 - totalLight;
40: totalLight = totalLight * totalLight * totalLight * totalLight;
41: gl_FragColor += texture2D(nightTex, nightTexCoord.st) * totalLight;
42: gl_FragColor.rgb = gl_FragColor.rgb * scatterEx + gl_SecondaryColor.rgb;
43: }
Error compiling fragment shader:
(1) : error C0104: Unknown pre-processor directive #version
Vertex shader source:
1: #version 110
2: uniform vec3 light0_direction;
3: uniform vec3 light0_diffuse;
4: uniform vec3 light0_specular;
5: uniform vec3 light0_halfVector;
6: uniform vec3 eyePosition;
7: varying vec2 diffTexCoord;
8: varying vec2 normTexCoord;
9: varying vec2 specTexCoord;
10: uniform float textureOffset;
11: uniform vec3 atmosphereRadius;
12: uniform float mieCoeff;
13: uniform float mieH;
14: uniform float mieK;
15: uniform vec3 rayleighCoeff;
16: uniform float rayleighH;
17: uniform vec3 scatterCoeffSum;
18: uniform vec3 invScatterCoeffSum;
19: uniform vec3 extinctionCoeff;
20: vec3 eyeDir = normalize(eyePosition - gl_Vertex.xyz);
21: attribute vec3 tangent;
22: varying vec3 lightDir_tan_0;
23: varying vec3 eyeDir_tan;
24: varying vec3 scatterEx;
25:
26: void main(void)
27: {
28: float NL;
29: vec3 bitangent = cross(gl_Normal, tangent);
30: eyeDir_tan.x = dot(tangent, eyeDir);
31: eyeDir_tan.y = dot(-bitangent, eyeDir);
32: eyeDir_tan.z = dot(gl_Normal, eyeDir);
33: NL = max(0.0, dot(gl_Normal, light0_direction));
34: lightDir_tan_0.x = dot(tangent, light0_direction);
35: lightDir_tan_0.y = dot(-bitangent, light0_direction);
36: lightDir_tan_0.z = dot(gl_Normal, light0_direction);
37: diffTexCoord = gl_MultiTexCoord0.st + vec2(textureOffset, 0.0);
38: normTexCoord = gl_MultiTexCoord1.st + vec2(textureOffset, 0.0);
39: specTexCoord = gl_MultiTexCoord2.st;
40: {
41: float rq = dot(eyePosition, eyeDir);
42: float qq = dot(eyePosition, eyePosition) - atmosphereRadius.y;
43: float d = sqrt(rq * rq - qq);
44: vec3 atmEnter = eyePosition + min(0.0, (-rq + d)) * eyeDir;
45: vec3 atmLeave = gl_Vertex.xyz;
46: vec3 atmSamplePoint = (atmEnter + atmLeave) * 0.5;
47: vec3 atmSamplePointSun = atmEnter * 0.5 + atmLeave * 0.5;
48: rq = dot(atmSamplePointSun, light0_direction);
49: qq = dot(atmSamplePointSun, atmSamplePointSun) - atmosphereRadius.y;
50: d = sqrt(rq * rq - qq);
51: float distSun = -rq + d;
52: float distAtm = length(atmEnter - atmLeave);
53: float density = 0.0;
54: atmSamplePoint = atmEnter * 0.333 + atmLeave * 0.667;
55: float h = max(0.0, length(atmSamplePoint) - atmosphereRadius.z);
56: density += exp(-h * mieH);
57: atmSamplePoint = atmEnter * 0.667 + atmLeave * 0.333;
58: h = max(0.0, length(atmSamplePoint) - atmosphereRadius.z);
59: density += exp(-h * mieH);
60: vec3 sunColor = exp(-extinctionCoeff * density * distSun);
61: vec3 ex = exp(-extinctionCoeff * density * distAtm);
62: float cosTheta = dot(eyeDir, light0_direction);
63: float phMie = (1.0 - mieK * mieK) / ((1.0 - mieK * cosTheta) * (1.0 - mieK * cosTheta));
64: float phRayleigh = 1.0;
65: scatterEx = ex;
66: gl_FrontSecondaryColor.rgb = (phRayleigh * rayleighCoeff + phMie * mieCoeff) * invScatterCoeffSum * sunColor * (1.0 - exp(-scatterCoeffSum * density * distAtm));
67: }
68: gl_Position = ftransform();
69: }
Error compiling vertex shader:
(1) : error C0104: Unknown pre-processor directive #version
Fragment shader source:
1: #version 110
2: uniform sampler2D diffTex;
3: uniform sampler2D normTex;
4: uniform sampler2D specTex;
5: varying vec2 diffTexCoord;
6: varying vec2 normTexCoord;
7: varying vec2 specTexCoord;
8: uniform vec3 ambientColor;
9: uniform float opacity;
10: vec4 diff = vec4(ambientColor, opacity);
11: varying vec3 eyeDir_tan;
12: vec4 spec = vec4(0.0);
13: uniform float shininess;
14: varying vec3 lightDir_tan_0;
15: uniform vec3 lightcolor0;
16: uniform vec3 lightspecColor0;
17: varying vec3 scatterEx;
18:
19: void main(void)
20: {
21: vec4 color;
22: vec3 n = texture2D(normTex, normTexCoord.st).xyz * 2.0 - vec3(1.0, 1.0, 1.0);
23: float l;
24: vec3 V = normalize(eyeDir_tan);
25: vec3 H;
26: float NH;
27: float NL;
28: NL = dot(lightDir_tan_0, n);
29: l = max(0.0, dot(lightDir_tan_0, n)) * clamp(lightDir_tan_0.z * 8.0, 0.0, 1.0);
30: diff.rgb += l * lightcolor0;
31: H = normalize(eyeDir_tan + lightDir_tan_0);
32: NH = max(0.0, dot(n, H));
33: spec.rgb += l * pow(NH, shininess) * lightspecColor0;
34: color = texture2D(diffTex, diffTexCoord.st);
35: gl_FragColor = color * diff + texture2D(specTex, specTexCoord.st) * spec;
36: gl_FragColor.rgb = gl_FragColor.rgb * scatterEx + gl_SecondaryColor.rgb;
37: }
Error compiling fragment shader:
(1) : error C0104: Unknown pre-processor directive #version
Vertex shader source:
1: #version 110
2: uniform vec3 light0_direction;
3: uniform vec3 light0_diffuse;
4: uniform vec3 light0_specular;
5: uniform vec3 light0_halfVector;
6: uniform vec3 eyePosition;
7: varying vec2 diffTexCoord;
8: uniform float textureOffset;
9: uniform vec3 ambientColor;
10: uniform float opacity;
11: varying vec4 diff;
12:
13: void main(void)
14: {
15: float NL;
16: diff = vec4(ambientColor, opacity);
17: NL = max(0.0, dot(gl_Normal, light0_direction));
18: diff.rgb += light0_diffuse * NL;
19: diffTexCoord = gl_MultiTexCoord0.st;
20: diffTexCoord.x += textureOffset;
21: gl_Position = ftransform();
22: }
Error compiling vertex shader:
(1) : error C0104: Unknown pre-processor directive #version
Fragment shader source:
1: #version 110
2: uniform sampler2D diffTex;
3: varying vec2 diffTexCoord;
4: varying vec4 diff;
5:
6: void main(void)
7: {
8: vec4 color;
9: color = texture2D(diffTex, diffTexCoord.st);
10: gl_FragColor = color * diff;
11: }
Error compiling fragment shader:
(1) : error C0104: Unknown pre-processor directive #version
Vertex shader source:
1: #version 110
2: uniform float opacity;
3: uniform vec3 light0_diffuse;
4:
5: void main(void)
6: {
7: gl_TexCoord[0].st = gl_MultiTexCoord0.st;
8: gl_FrontColor = vec4(light0_diffuse, opacity);
9: gl_Position = ftransform();
10: }
Error compiling vertex shader:
(1) : error C0104: Unknown pre-processor directive #version
Fragment shader source:
1: #version 110
2: uniform sampler2D diffTex;
3:
4: void main(void)
5: {
6: gl_FragColor = gl_Color * texture2D(diffTex, gl_TexCoord[0].st);
7: }
Error compiling fragment shader:
(1) : error C0104: Unknown pre-processor directive #version
Vertex shader source:
1: #version 110
2: uniform vec3 light0_direction;
3: uniform vec3 light0_diffuse;
4: uniform vec3 light0_specular;
5: uniform vec3 light0_halfVector;
6: uniform vec3 eyePosition;
7: varying vec2 diffTexCoord;
8: varying vec2 normTexCoord;
9: varying vec2 nightTexCoord;
10: uniform float textureOffset;
11: attribute vec3 tangent;
12: varying vec3 lightDir_tan_0;
13: varying float totalLight;
14:
15: void main(void)
16: {
17: float NL;
18: totalLight = 0.0;
19: vec3 bitangent = cross(gl_Normal, tangent);
20: NL = max(0.0, dot(gl_Normal, light0_direction));
21: lightDir_tan_0.x = dot(tangent, light0_direction);
22: lightDir_tan_0.y = dot(-bitangent, light0_direction);
23: lightDir_tan_0.z = dot(gl_Normal, light0_direction);
24: totalLight += NL;
25: totalLight = 1.0 - totalLight;
26: totalLight = totalLight * totalLight * totalLight * totalLight;
27: diffTexCoord = gl_MultiTexCoord0.st + vec2(textureOffset, 0.0);
28: normTexCoord = gl_MultiTexCoord1.st + vec2(textureOffset, 0.0);
29: nightTexCoord = gl_MultiTexCoord2.st;
30: gl_Position = ftransform();
31: }
Error compiling vertex shader:
(1) : error C0104: Unknown pre-processor directive #version
Fragment shader source:
1: #version 110
2: uniform sampler2D diffTex;
3: uniform sampler2D normTex;
4: uniform sampler2D nightTex;
5: varying vec2 diffTexCoord;
6: varying vec2 normTexCoord;
7: varying vec2 nightTexCoord;
8: uniform vec3 ambientColor;
9: uniform float opacity;
10: vec4 diff = vec4(ambientColor, opacity);
11: varying vec3 lightDir_tan_0;
12: uniform vec3 lightcolor0;
13: varying float totalLight;
14:
15: void main(void)
16: {
17: vec4 color;
18: vec3 n = texture2D(normTex, normTexCoord.st).xyz * 2.0 - vec3(1.0, 1.0, 1.0);
19: float l;
20: float NL;
21: NL = dot(lightDir_tan_0, n);
22: l = max(0.0, dot(lightDir_tan_0, n)) * clamp(lightDir_tan_0.z * 8.0, 0.0, 1.0);
23: diff.rgb += l * lightcolor0;
24: color = texture2D(diffTex, diffTexCoord.st);
25: gl_FragColor = color * diff;
26: gl_FragColor += texture2D(nightTex, nightTexCoord.st) * totalLight;
27: }
Error compiling fragment shader:
(1) : error C0104: Unknown pre-processor directive #version
Vertex shader source:
1: #version 110
2: uniform vec3 light0_direction;
3: uniform vec3 light0_diffuse;
4: uniform vec3 light0_specular;
5: uniform vec3 light0_halfVector;
6: uniform vec3 eyePosition;
7: varying vec2 diffTexCoord;
8: varying vec2 normTexCoord;
9: uniform float textureOffset;
10: vec3 eyeDir = normalize(eyePosition - gl_Vertex.xyz);
11: attribute vec3 tangent;
12: varying vec3 lightDir_tan_0;
13: varying vec3 eyeDir_tan;
14:
15: void main(void)
16: {
17: float NL;
18: vec3 bitangent = cross(gl_Normal, tangent);
19: eyeDir_tan.x = dot(tangent, eyeDir);
20: eyeDir_tan.y = dot(-bitangent, eyeDir);
21: eyeDir_tan.z = dot(gl_Normal, eyeDir);
22: NL = max(0.0, dot(gl_Normal, light0_direction));
23: lightDir_tan_0.x = dot(tangent, light0_direction);
24: lightDir_tan_0.y = dot(-bitangent, light0_direction);
25: lightDir_tan_0.z = dot(gl_Normal, light0_direction);
26: diffTexCoord = gl_MultiTexCoord0.st + vec2(textureOffset, 0.0);
27: normTexCoord = gl_MultiTexCoord1.st + vec2(textureOffset, 0.0);
28: gl_Position = ftransform();
29: }
Error compiling vertex shader:
(1) : error C0104: Unknown pre-processor directive #version
Fragment shader source:
1: #version 110
2: uniform sampler2D diffTex;
3: uniform sampler2D normTex;
4: varying vec2 diffTexCoord;
5: varying vec2 normTexCoord;
6: uniform vec3 ambientColor;
7: uniform float opacity;
8: vec4 diff = vec4(ambientColor, opacity);
9: varying vec3 eyeDir_tan;
10: vec4 spec = vec4(0.0);
11: uniform float shininess;
12: uniform float lunarLambert;
13: varying vec3 lightDir_tan_0;
14: uniform vec3 lightcolor0;
15:
16: void main(void)
17: {
18: vec4 color;
19: vec3 n = texture2D(normTex, normTexCoord.st).xyz * 2.0 - vec3(1.0, 1.0, 1.0);
20: float l;
21: vec3 V = normalize(eyeDir_tan);
22: float NV = dot(n, V);
23: float NL;
24: NL = dot(lightDir_tan_0, n);
25: NL = max(0.0, NL);
26: l = mix(NL, (NL / (max(NV, 0.001) + NL)), lunarLambert) * clamp(lightDir_tan_0.z * 8.0, 0.0, 1.0);
27: diff.rgb += l * lightcolor0;
28: color = texture2D(diffTex, diffTexCoord.st);
29: gl_FragColor = color * diff;
30: }
Error compiling fragment shader:
(1) : error C0104: Unknown pre-processor directive #version
Vertex shader source:
1: #version 110
2: uniform vec3 light0_direction;
3: uniform vec3 light0_diffuse;
4: uniform vec3 light0_specular;
5: uniform vec3 light0_halfVector;
6: uniform vec3 eyePosition;
7: uniform float textureOffset;
8: vec3 eyeDir = normalize(eyePosition - gl_Vertex.xyz);
9: float NV = dot(gl_Normal, eyeDir);
10: varying vec4 diffFactors;
11: varying vec3 normal;
12: varying vec3 lightHalfVec0;
13:
14: void main(void)
15: {
16: float NL;
17: normal = gl_Normal;
18: NL = max(0.0, dot(gl_Normal, light0_direction));
19: diffFactors.x = NL;
20: lightHalfVec0 = light0_direction + eyeDir;
21: gl_Position = ftransform();
22: }
Error compiling vertex shader:
(1) : error C0104: Unknown pre-processor directive #version
Fragment shader source:
1: #version 110
2: uniform vec3 ambientColor;
3: uniform float opacity;
4: varying vec4 diffFactors;
5: vec4 diff = vec4(ambientColor, opacity);
6: varying vec3 normal;
7: vec4 spec = vec4(0.0);
8: uniform float shininess;
9: varying vec3 lightHalfVec0;
10: uniform vec3 lightcolor0;
11: uniform vec3 lightspecColor0;
12:
13: void main(void)
14: {
15: vec4 color;
16: float NH;
17: vec3 n = normalize(normal);
18: diff.rgb += diffFactors.x * lightcolor0;
19: NH = max(0.0, dot(n, normalize(lightHalfVec0)));
20: spec.rgb += diffFactors.x * pow(NH, shininess) * lightspecColor0;
21: color = vec4(1.0, 1.0, 1.0, 1.0);
22: gl_FragColor = color * diff + spec;
23: }
Error compiling fragment shader:
(1) : error C0104: Unknown pre-processor directive #version