rendered paste bodyAddress Name Pass Node
GL_ARB_depth_texture GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_fog_distance GL_NV_gpu_program_parameters GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
1STD Errors:
2STD Errors:
3STD Errors:
vec3 vector;
vec3 normal;
vec4 position;
void main()
{
position = gl_ModelViewMatrix * gl_Vertex;
vector = gl_LightSource[0].position.xyz - position.xyz;
normal = normalize(gl_NormalMatrix * gl_Normal);
if(dot(vector, normal) < 0.0)
{
vector = normalize(vector);
gl_Position = gl_ProjectionMatrix * vec4((position.xyz - vector * vec3(100.0, 100.0, 100.0)), 1.0);
}else
gl_Position = gl_ProjectionMatrix * vec4((position.xyz - vector * vec3(0.0, 0.0, 0.0)), 1.0);
}
Shadow Errors:
void main()
{
gl_FragColor = vec4(1.0, 1.0, 1.0, 0.0);
}
Shadow Errors:
create std texture
Handling connection, stage 1
p_shader_compute_get_fragment_color_front F
p_light_count == 2
p_light_count == 2
p_light_count == 2
varying vec4 pixel_pos;
varying vec3 normal;
varying vec3 env_normal;
uniform samplerCube environment;
uniform samplerCube diffuse_environment;
uniform vec4 color_1;
void main()
{
gl_FragColor = vec4(vec3((color_1).rgb), 1.0);
}
varying vec4 pixel_pos;
varying vec3 normal;
varying vec3 env_normal;
uniform vec4 color_1;
void main()
{
normal = normalize(gl_NormalMatrix * gl_Normal);
pixel_pos = gl_ModelViewMatrix * gl_Vertex;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
Vertex Errors: (node id = 3)
Fragment Errors: (node id = 3)
varying vec4 pixel_pos;
varying vec3 normal;
varying vec3 env_normal;
uniform samplerCube environment;
uniform samplerCube diffuse_environment;
uniform vec4 color_3;
void main()
{
gl_FragColor = vec4(vec3((color_3).rgb), 1.0);
}
varying vec4 pixel_pos;
varying vec3 normal;
varying vec3 env_normal;
uniform vec4 color_3;
void main()
{
normal = normalize(gl_NormalMatrix * gl_Normal);
pixel_pos = gl_ModelViewMatrix * gl_Vertex;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
Vertex Errors: (node id = 4)
Link Errors: (node id = 3)
Fragment Errors: (node id = 4)
varying vec4 pixel_pos;
varying vec3