rendered paste bodyUsing script Commanders
Map: Mars.smf
Mod: "Complete Annihilation r762" from ca-r762.sdz
Created server on port 8452
Created local client with number 0
Listening to local client on connection 0
TransportHover: 0
Opening map file
Loading Map
Loading detail textures
Creating overhead texture
Creating ground shading
Loading tile file
Reading tiles
Reading tile map
Creating projectile texture
Number of damage types: 38
Loading units and weapons
Warning to many unit categories 33 missed notstructure
Warning to many unit categories 33 missed notstructure
Warning to many unit categories 33 missed air
Warning to many unit categories 33 missed notstructure
Initializing map features
Generating trees
Parsing unit icons
Creating unit textures
Reading estimate path costs
Creating sky
LUACOB-MAIN (GADGETS)
LUACOB-DRAW (GADGETS)
LUARULES-MAIN (GADGETS)
LUARULES-DRAW (GADGETS)
Spring 0.75b2
Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
Failed to load: cmd_factory_repeat.lua (Include() could not load 'LuaUI/Headers/spring.h.lua'
)
LuaUI v0.2
Player no name joined as 0
GroundExtremes are: 30 - 319
Windmill altitude bonus coefficient is: 0.22
Halo widget: hblur shader error: Fragment info
-------------
(12) : warning C7011: implicit cast from "int" to "float"
(20) : warning C7011: implicit cast from "int" to "float"
Internal error: assembly compile error for fragment shader at offset 1905:
-- error message --
line 58, column 23: error: variable not valid as a source register
-- internal assembly text --
!!ARBfp1.0
OPTION NV_fragment_program2;
# cgc version 1.5.0000, build date Nov 11 2005 14:12:07
# command line args:
#vendor NVIDIA Corporation
#version 1.0.02
#profile fp40
#program main
#semantic gl_TextureMatrix
#semantic tex0
#semantic screenY
#var float4 gl_TexCoord[0] : $vin.TEX0 : TEX0 : -1 : 1
#var float4 gl_TexCoord[1] : : : -1 : 0
#var float4 gl_TexCoord[2] : : : -1 : 0
#var float4 gl_TexCoord[3] : : : -1 : 0
#var float4 gl_TexCoord[4] : : : -1 : 0
#var float4 gl_TexCoord[5] : : : -1 : 0
#var float4 gl_TexCoord[6] : : : -1 : 0
#var float4 gl_TexCoord[7] : : : -1 : 0
#var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1
#var float4x4 gl_TextureMatrix[0] : : c[0], 4 : -1 : 1
#var float4x4 gl_TextureMatrix[1] : : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[2] : : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[3] : : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[4] : : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[5] : : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[6] : : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[7] : : , 4 : -1 : 0
#var sampler2D tex0 : : texunit 0 : -1 : 1
#var int screenY : : c[4] : -1 : 1
#const c[5] = 0.372 -2 0.301 -3
#const c[6] = 0.212 -4 0.129 -5
#const c[7] = 0.069 -6 0.054 -7
#const c[8] = 0.013 0.4 7 6
#const c[9] = 5 4 3 2
PARAM c[10] = { program.local[0..4],
{ 0.37200001, -2, 0.301, -3 },
{ 0.212, -4, 0.12899999, -5 },
{ 0.068999998, -6, 0.054000001, -7 },
{ 0.013, 0.40000001, 7, 6 },
{ 5, 4, 3, 2 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP RC;
TEMP HC;
OUTPUT oCol = result.color;
MULR R0.xy, fragment.texcoord[0].y, c[1];
MADR R0.xy, fragment.texcoord[0].x, c[0], R0;
MADR R0.xy, fragment.texcoord[0].z, c[2], R0;
MADR R3.xy, fragment.texcoord[0].w, c[3], R0;
RCPR R2.w, c[4].x;
MADR R2.xyz, R2.w, c[9].zyww, R3.y;
ADDR R0.y, R3, R2.w;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[5].x, oCol;
MOVR R0.y, R2.z;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[5].z, R1;
MOVR R0.y, R2.x;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[6].x, R1;
MOVR R0.y, R2;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[6].z, R1;
MADR R2.xy, R2.w, c[8].wzzw, R3.y;
MADR R0.y, R2.w, c[9].x, R3;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[7].x, R1;
MOVR R0.y, R2.x;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[7].z, R1;
MOVR R0.y, R2;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[8].x, R1;
TEX R0, R3, texture[0], 2D;
MADR R1, R0, c[8].y, R1;
MADR R2.xy, R2.w, c[7].wyzw, R3.y;
MOVR R0.y, R2.x;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[8].x, R1;
MOVR R0.y, R2;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[7].z, R1;
MADR R2.xy, R2.w, c[6].wyzw, R3.y;
MOVR R0.y, R2.x;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[7].x, R1;
MOVR R0.y, R2;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[6].z, R1;
MADR R2.xy, R2.w, c[5].wyzw, R3.y;
MOVR R0.y, R2.x;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[6].x, R1;
MOVR R0.y, R2;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R0, R0, c[5].z, R1;
ADDR R1.y, R3, -R2.w;
MOVR R1.x, R3;
TEX R1, R1, texture[0], 2D;
MADR oCol, R1, c[5].x, R0;
END
# 68 instructions, 4 R-regs, 0 H-regs