ioq3 1.36_SVN2139M linux-x86_64 Aug 7 2011 Have SSE support ----- FS_Startup ----- Current search path: /home/zack/.q3a/baseq3 ./baseq3 ./baseq3/tvy-bench.pk3 (280 files) ./baseq3/pom.pk3 (86 files) ./baseq3/pak8.pk3 (9 files) ./baseq3/pak7.pk3 (4 files) ./baseq3/pak6.pk3 (64 files) ./baseq3/pak5.pk3 (7 files) ./baseq3/pak4.pk3 (272 files) ./baseq3/pak3.pk3 (4 files) ./baseq3/pak2.pk3 (148 files) ./baseq3/pak1.pk3 (26 files) ./baseq3/pak0.pk3 (3539 files) ./baseq3/bgmappak1.pk3 (267 files) ---------------------- 4706 files in pk3 files execing default.cfg execing q3config.cfg couldn't exec autoexec.cfg Hunk_Clear: reset the hunk ok ----- Client Initialization ----- ----- Initializing Renderer ---- Trying to load "renderer_opengl1_x86_64.so" from "."... ------------------------------- QKEY found. ----- Client Initialization Complete ----- ----- R_Init ----- SDL using driver "x11" Initializing OpenGL display Estimated display aspect: 1.333 ...setting mode 6: 1024 768 Available modes: '320x240 400x300 512x384 640x480 700x525 800x600 832x624 1024x768 1152x864 1280x960 1280x1024 720x450 840x525 960x600 680x384 960x540 720x400' GL_RENDERER: GeForce 8200/PCI/SSE2 Initializing OpenGL extensions ...ignoring GL_EXT_texture_compression_s3tc ...ignoring GL_S3_s3tc ...using GL_texture_env_add ...using GL_ARB_multitexture (2 of 4 units) ...using GL_vertex_buffer_object ...using GL_EXT_compiled_vertex_array ...ignoring GL_EXT_texture_filter_anisotropic ...using GL_vertex_shader ...using GL_geometry_shader ...using GL_texture_float ...using GL_texture_buffer_object ...using GL_framebuffer_object ...using GL_occlusion_query ...using GL_timer_query ...using GL_instanced_arrays ...using GL_separate_stencil ...ignoring GL_ARB_debug_output ...using GL_EXT_gpu_shader4 GL_VENDOR: NVIDIA Corporation GL_RENDERER: GeForce 8200/PCI/SSE2 GL_VERSION: 3.3.0 NVIDIA 260.19.06 GL_EXTENSIONS: GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc 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_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combGL_MAX_TEXTURE_SIZE: 8192 GL_MAX_TEXTURE_UNITS_ARB: 2 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits) STENCILFORMAT: portals(0-bits) shadows(0-bit) MODE: 6, 1024 x 768 windowed hz:N/A GAMMA: hardware w/ 0 overbright bits texturemode: GL_LINEAR_MIPMAP_LINEAR picmip: 1 texture bits: 32 multitexture: enabled compiled vertex arrays: enabled texenv add: enabled compressed textures: disabled Initializing Shaders ^3compile shader () error: 0(13) : error C7532: global type samplerBuffer requires "#version 140" or later 0(27) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3// attribute vec4 aColor; #define aColor gl_Color ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3varying vec4 vTexCoord; ^3varying vec4 vColor; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vertex = mix(fetchVertex(aTimes.z, aVertex.zw), fetchVertex(aTimes.w, aVertex.zw), aTimes.y); ^3 vTexCoord = aVertex.xyxy; ^3 vColor = aColor; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ----- finished R_Init ----- ------ Initializing Sound ------ Trying to load "libopenal.so.1"... bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) Cannot connect to server socket err = No such file or directory Cannot connect to server socket jack server is not running or cannot be started Allocated 96 sources. bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) Cannot connect to server socket err = No such file or directory Cannot connect to server socket jack server is not running or cannot be started OpenAL default capture device is 'PulseAudio Capture' OpenAL capture device opened. OpenAL info: Vendor: OpenAL Community Version: 1.1 ALSOFT 1.12.854 Renderer: OpenAL Soft AL Extensions: AL_EXTX_buffer_sub_data AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXTX_sample_buffer_object AL_EXT_source_distance_model AL_LOKI_quadriphonic ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_disconnect ALC_EXT_EFX ALC_EXT_thread_local_context bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) Cannot connect to server socket err = No such file or directory Cannot connect to server socket jack server is not running or cannot be started Device: PulseAudio Software Available Devices: PulseAudio Software ALSA Software on default ALSA Software on HDA NVidia [VT1708B Analog] (hw:0,0) ALSA Software on HDA NVidia [VT1708B Digital] (hw:0,1) ALSA Software on HDA NVidia [NVIDIA HDMI] (hw:0,3) PortAudio Software Input Device: PulseAudio Capture Available Input Devices: PulseAudio Capture ALSA Capture on default ALSA Capture on HDA NVidia [VT1708B Analog] (hw:0,0) PortAudio Capture Sound initialization successful. -------------------------------- Loading vm file vm/ui.qvm... File "vm/ui.qvm" found in "./baseq3/pak8.pk3" VM file ui compiled to 991322 bytes of code ui loaded in 1688544 bytes on the hunk 40 arenas parsed 32 bots parsed --- Common Initialization Complete --- IP: 127.0.0.1 IP: 192.168.1.3 IP6: ::1 IP6: fe80::222:15ff:fe3c:d2d8%eth0 Opening IP6 socket: [::]:27960 Opening IP socket: 0.0.0.0:27960 ^3compile shader (models/mapobjects/banner/q3banner02) error: 0(11) : error C7532: global type samplerBuffer requires "#version 140" or later 0(25) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3varying vec4 vTexCoord; ^3varying float vShadertime; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vertex = mix(fetchVertex(aTimes.z, aVertex.zw), fetchVertex(aTimes.w, aVertex.zw), aTimes.y); ^3 vTexCoord = aVertex.xyxy; ^3 vShadertime = aTimes.x; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/mapobjects/banner/q3banner04) error: 0(17) : error C7532: global type samplerBuffer requires "#version 140" or later 0(32) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3 attribute vec3 aCameraPos; ^3varying vec4 vTexCoord; ^3varying vec3 vVertex; ^3varying vec3 vNormal; ^3varying vec3 vReflView; ^3varying float vShadertime; ^3varying vec3 vCameraPos; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vShadertime = aTimes.x; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vVertex = vertex.xyz; ^3 vNormal = normal.xyz; ^3 vCameraPos = vertex.xyz - aCameraPos.xyz; ^3 vReflView = reflect(vertex.xyz - aCameraPos, normalize(normal.xyz)); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ]\map q3dm17 ------ Server Initialization ------ Server: q3dm17 RE_Shutdown( 0 ) Hunk_Clear: reset the hunk ok ----- R_Init ----- GL_VENDOR: NVIDIA Corporation GL_RENDERER: GeForce 8200/PCI/SSE2 GL_VERSION: 3.3.0 NVIDIA 260.19.06 GL_EXTENSIONS: GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc 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_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combGL_MAX_TEXTURE_SIZE: 8192 GL_MAX_TEXTURE_UNITS_ARB: 2 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits) STENCILFORMAT: portals(0-bits) shadows(0-bit) MODE: 6, 1024 x 768 windowed hz:N/A GAMMA: hardware w/ 0 overbright bits texturemode: GL_LINEAR_MIPMAP_LINEAR picmip: 1 texture bits: 32 multitexture: enabled compiled vertex arrays: enabled texenv add: enabled compressed textures: disabled Initializing Shaders ^3compile shader () error: 0(13) : error C7532: global type samplerBuffer requires "#version 140" or later 0(27) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3// attribute vec4 aColor; #define aColor gl_Color ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3varying vec4 vTexCoord; ^3varying vec4 vColor; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vertex = mix(fetchVertex(aTimes.z, aVertex.zw), fetchVertex(aTimes.w, aVertex.zw), aTimes.y); ^3 vTexCoord = aVertex.xyxy; ^3 vColor = aColor; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ----- finished R_Init ----- ----- FS_Startup ----- Current search path: /home/zack/.q3a/baseq3 ./baseq3 ./baseq3/tvy-bench.pk3 (280 files) ./baseq3/pom.pk3 (86 files) ./baseq3/pak8.pk3 (9 files) ./baseq3/pak7.pk3 (4 files) ./baseq3/pak6.pk3 (64 files) ./baseq3/pak5.pk3 (7 files) ./baseq3/pak4.pk3 (272 files) ./baseq3/pak3.pk3 (4 files) ./baseq3/pak2.pk3 (148 files) ./baseq3/pak1.pk3 (26 files) ./baseq3/pak0.pk3 (3539 files) ./baseq3/bgmappak1.pk3 (267 files) ---------------------- 4706 files in pk3 files Loading vm file vm/qagame.qvm... File "vm/qagame.qvm" found in "./baseq3/pak8.pk3" VM file qagame compiled to 1823488 bytes of code qagame loaded in 3270528 bytes on the hunk ------- Game Initialization ------- gamename: baseq3 gamedate: Sep 30 2002 0 teams with 0 entities 16 items registered ----------------------------------- ------- BotLib Initialization ------- loaded weapons.c loaded items.c loaded syn.c loaded rnd.c loaded match.c loaded rchat.c ------------ Map Loading ------------ trying to load maps/q3dm17.aas loaded maps/q3dm17.aas found 29 level items ------------------------------------- 32 bots parsed 40 arenas parsed AAS initialized. ----------------------------------- RE_Shutdown( 0 ) ----- R_Init ----- GL_VENDOR: NVIDIA Corporation GL_RENDERER: GeForce 8200/PCI/SSE2 GL_VERSION: 3.3.0 NVIDIA 260.19.06 GL_EXTENSIONS: GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc 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_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combGL_MAX_TEXTURE_SIZE: 8192 GL_MAX_TEXTURE_UNITS_ARB: 2 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits) STENCILFORMAT: portals(0-bits) shadows(0-bit) MODE: 6, 1024 x 768 windowed hz:N/A GAMMA: hardware w/ 0 overbright bits texturemode: GL_LINEAR_MIPMAP_LINEAR picmip: 1 texture bits: 32 multitexture: enabled compiled vertex arrays: enabled texenv add: enabled compressed textures: disabled Initializing Shaders ^3compile shader () error: 0(13) : error C7532: global type samplerBuffer requires "#version 140" or later 0(27) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3// attribute vec4 aColor; #define aColor gl_Color ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3varying vec4 vTexCoord; ^3varying vec4 vColor; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vertex = mix(fetchVertex(aTimes.z, aVertex.zw), fetchVertex(aTimes.w, aVertex.zw), aTimes.y); ^3 vTexCoord = aVertex.xyxy; ^3 vColor = aColor; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ----- finished R_Init ----- Loading vm file vm/ui.qvm... File "vm/ui.qvm" found in "./baseq3/pak8.pk3" VM file ui compiled to 991322 bytes of code ui loaded in 1688544 bytes on the hunk 40 arenas parsed 32 bots parsed Loading vm file vm/cgame.qvm... File "vm/cgame.qvm" found in "./baseq3/pak8.pk3" VM file cgame compiled to 1247885 bytes of code cgame loaded in 4993536 bytes on the hunk stitched 0 LoD cracks ...loaded 1335 faces, 32 meshes, 59 trisurfs, 13 flares ^3compile shader (models/powerups/armor/newyellow) error: 0(15) : error C7532: global type samplerBuffer requires "#version 140" or later 0(30) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3 attribute vec3 aCameraPos; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vReflView; ^3varying vec3 vCameraPos; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vCameraPos = vertex.xyz - aCameraPos.xyz; ^3 vReflView = reflect(vertex.xyz - aCameraPos, normalize(normal.xyz)); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/powerups/armor/energy_yel1) error: 0(11) : error C7532: global type samplerBuffer requires "#version 140" or later 0(25) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3varying vec4 vTexCoord; ^3varying float vShadertime; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vertex = mix(fetchVertex(aTimes.z, aVertex.zw), fetchVertex(aTimes.w, aVertex.zw), aTimes.y); ^3 vTexCoord = aVertex.xyxy; ^3 vShadertime = aTimes.x; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weapons2/shells/M_shell) error: 0(15) : error C7532: global type samplerBuffer requires "#version 140" or later 0(33) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weapons2/shells/s_shell) error: 0(15) : error C7532: global type samplerBuffer requires "#version 140" or later 0(33) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/gibs/gibs) error: 0(15) : error C7532: global type samplerBuffer requires "#version 140" or later 0(33) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weaphits/bullet1) error: 0(15) : error C7532: global type samplerBuffer requires "#version 140" or later 0(33) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weaphits/bullet2) error: 0(15) : error C7532: global type samplerBuffer requires "#version 140" or later 0(33) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weaphits/bullet3) error: 0(15) : error C7532: global type samplerBuffer requires "#version 140" or later 0(33) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weaphits/ring01_1) error: 0(15) : error C7532: global type samplerBuffer requires "#version 140" or later 0(33) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weaphits/newexplo1) error: 0(15) : error C7532: global type samplerBuffer requires "#version 140" or later 0(33) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/powerups/armor/shard2) error: 0(19) : error C7532: global type samplerBuffer requires "#version 140" or later 0(37) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3 attribute vec3 aCameraPos; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3varying vec3 vReflView; ^3varying vec3 vCameraPos; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vCameraPos = vertex.xyz - aCameraPos.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 vReflView = reflect(vertex.xyz - aCameraPos, normalize(normal.xyz)); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/powerups/armor/energy_grn1) error: 0(13) : error C7532: global type samplerBuffer requires "#version 140" or later 0(32) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3 attribute vec3 aCameraPos; ^3varying vec3 vNormal; ^3varying vec3 vReflView; ^3varying float vShadertime; ^3varying vec3 vCameraPos; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3float genFuncSin(in float x) { return sin(6.283185308 * x); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vShadertime = aTimes.x; ^3 vertex += (^32.000000^3 + ^30.000000^3 * genFuncSin(^30.000000^3 + dot(vertex.xyz, vec3(^30.010000^3)) + ^30.000000^3 * aTimes.x)) * normal; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vCameraPos = vertex.xyz - aCameraPos.xyz; ^3 vReflView = reflect(vertex.xyz - aCameraPos, normalize(normal.xyz)); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/powerups/armor/shard_sphere) error: 0(15) : error C7532: global type samplerBuffer requires "#version 140" or later 0(33) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/powerups/armor/newred) error: 0(15) : error C7532: global type samplerBuffer requires "#version 140" or later 0(30) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3 attribute vec3 aCameraPos; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vReflView; ^3varying vec3 vCameraPos; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vCameraPos = vertex.xyz - aCameraPos.xyz; ^3 vReflView = reflect(vertex.xyz - aCameraPos, normalize(normal.xyz)); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/powerups/armor/energy_red1) error: 0(11) : error C7532: global type samplerBuffer requires "#version 140" or later 0(25) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3varying vec4 vTexCoord; ^3varying float vShadertime; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vertex = mix(fetchVertex(aTimes.z, aVertex.zw), fetchVertex(aTimes.w, aVertex.zw), aTimes.y); ^3 vTexCoord = aVertex.xyxy; ^3 vShadertime = aTimes.x; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/powerups/health/yellow) error: 0(12) : error C7532: global type samplerBuffer requires "#version 140" or later 0(27) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3 attribute vec3 aCameraPos; ^3varying vec3 vNormal; ^3varying vec3 vReflView; ^3varying vec3 vCameraPos; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vCameraPos = vertex.xyz - aCameraPos.xyz; ^3 vReflView = reflect(vertex.xyz - aCameraPos, normalize(normal.xyz)); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/powerups/health/yellow_sphere) error: 0(12) : error C7532: global type samplerBuffer requires "#version 140" or later 0(27) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3 attribute vec3 aCameraPos; ^3varying vec3 vNormal; ^3varying vec3 vReflView; ^3varying vec3 vCameraPos; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vCameraPos = vertex.xyz - aCameraPos.xyz; ^3 vReflView = reflect(vertex.xyz - aCameraPos, normalize(normal.xyz)); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/powerups/health/red) error: 0(16) : error C7532: global type samplerBuffer requires "#version 140" or later 0(31) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3 attribute vec3 aCameraPos; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vReflView; ^3varying float vShadertime; ^3varying vec3 vCameraPos; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vShadertime = aTimes.x; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vCameraPos = vertex.xyz - aCameraPos.xyz; ^3 vReflView = reflect(vertex.xyz - aCameraPos, normalize(normal.xyz)); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/powerups/health/red_sphere) error: 0(13) : error C7532: global type samplerBuffer requires "#version 140" or later 0(28) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3 attribute vec3 aCameraPos; ^3varying vec3 vNormal; ^3varying vec3 vReflView; ^3varying float vShadertime; ^3varying vec3 vCameraPos; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vShadertime = aTimes.x; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vCameraPos = vertex.xyz - aCameraPos.xyz; ^3 vReflView = reflect(vertex.xyz - aCameraPos, normalize(normal.xyz)); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/powerups/health/mega2) error: 0(16) : error C7532: global type samplerBuffer requires "#version 140" or later 0(31) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3 attribute vec3 aCameraPos; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vReflView; ^3varying float vShadertime; ^3varying vec3 vCameraPos; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vShadertime = aTimes.x; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vCameraPos = vertex.xyz - aCameraPos.xyz; ^3 vReflView = reflect(vertex.xyz - aCameraPos, normalize(normal.xyz)); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/powerups/health/mega1) error: 0(13) : error C7532: global type samplerBuffer requires "#version 140" or later 0(28) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3 attribute vec3 aCameraPos; ^3varying vec3 vNormal; ^3varying vec3 vReflView; ^3varying float vShadertime; ^3varying vec3 vCameraPos; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vShadertime = aTimes.x; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vCameraPos = vertex.xyz - aCameraPos.xyz; ^3 vReflView = reflect(vertex.xyz - aCameraPos, normalize(normal.xyz)); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weapons2/gauntlet/gauntlet1) error: 0(15) : error C7532: global type samplerBuffer requires "#version 140" or later 0(33) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weapons2/gauntlet/gauntlet3) error: 0(11) : error C7532: global type samplerBuffer requires "#version 140" or later 0(25) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3varying vec4 vTexCoord; ^3varying float vShadertime; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vertex = mix(fetchVertex(aTimes.z, aVertex.zw), fetchVertex(aTimes.w, aVertex.zw), aTimes.y); ^3 vTexCoord = aVertex.xyxy; ^3 vShadertime = aTimes.x; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weapons2/gauntlet/gauntlet2) error: 0(19) : error C7532: global type samplerBuffer requires "#version 140" or later 0(37) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3 attribute vec3 aCameraPos; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3varying vec3 vReflView; ^3varying vec3 vCameraPos; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vCameraPos = vertex.xyz - aCameraPos.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 vReflView = reflect(vertex.xyz - aCameraPos, normalize(normal.xyz)); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weapons2/shotgun/shotgun) error: 0(15) : error C7532: global type samplerBuffer requires "#version 140" or later 0(33) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weapons2/shotgun/shotgun_laser) error: 0(10) : error C7532: global type samplerBuffer requires "#version 140" or later 0(24) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3varying vec4 vTexCoord; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vertex = mix(fetchVertex(aTimes.z, aVertex.zw), fetchVertex(aTimes.w, aVertex.zw), aTimes.y); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/powerups/ammo/shotammo2) error: 0(10) : error C7532: global type samplerBuffer requires "#version 140" or later 0(24) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3varying vec4 vTexCoord; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vertex = mix(fetchVertex(aTimes.z, aVertex.zw), fetchVertex(aTimes.w, aVertex.zw), aTimes.y); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/powerups/ammo/shotammo) error: 0(19) : error C7532: global type samplerBuffer requires "#version 140" or later 0(37) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3 attribute vec3 aCameraPos; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3varying vec3 vReflView; ^3varying vec3 vCameraPos; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vCameraPos = vertex.xyz - aCameraPos.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 vReflView = reflect(vertex.xyz - aCameraPos, normalize(normal.xyz)); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weapons2/shotgun/f_shotgun) error: 0(10) : error C7532: global type samplerBuffer requires "#version 140" or later 0(24) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3varying vec4 vTexCoord; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vertex = mix(fetchVertex(aTimes.z, aVertex.zw), fetchVertex(aTimes.w, aVertex.zw), aTimes.y); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weapons2/machinegun/machinegun) error: 0(15) : error C7532: global type samplerBuffer requires "#version 140" or later 0(33) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/powerups/ammo/machammo2) error: 0(10) : error C7532: global type samplerBuffer requires "#version 140" or later 0(24) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3varying vec4 vTexCoord; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vertex = mix(fetchVertex(aTimes.z, aVertex.zw), fetchVertex(aTimes.w, aVertex.zw), aTimes.y); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/powerups/ammo/machammo) error: 0(19) : error C7532: global type samplerBuffer requires "#version 140" or later 0(37) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3 attribute vec3 aCameraPos; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3varying vec3 vReflView; ^3varying vec3 vCameraPos; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vCameraPos = vertex.xyz - aCameraPos.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 vReflView = reflect(vertex.xyz - aCameraPos, normalize(normal.xyz)); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weapons2/machinegun/f_machinegun) error: 0(10) : error C7532: global type samplerBuffer requires "#version 140" or later 0(24) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3varying vec4 vTexCoord; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vertex = mix(fetchVertex(aTimes.z, aVertex.zw), fetchVertex(aTimes.w, aVertex.zw), aTimes.y); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weapons2/rocketl/rocketl) error: 0(15) : error C7532: global type samplerBuffer requires "#version 140" or later 0(33) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weapons2/rocketl/rocketl2) error: 0(15) : error C7532: global type samplerBuffer requires "#version 140" or later 0(33) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/powerups/ammo/rockammo2) error: 0(10) : error C7532: global type samplerBuffer requires "#version 140" or later 0(24) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3varying vec4 vTexCoord; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vertex = mix(fetchVertex(aTimes.z, aVertex.zw), fetchVertex(aTimes.w, aVertex.zw), aTimes.y); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/powerups/ammo/rockammo) error: 0(19) : error C7532: global type samplerBuffer requires "#version 140" or later 0(37) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3 attribute vec3 aCameraPos; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3varying vec3 vReflView; ^3varying vec3 vCameraPos; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vCameraPos = vertex.xyz - aCameraPos.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 vReflView = reflect(vertex.xyz - aCameraPos, normalize(normal.xyz)); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weapons2/rocketl/f_rocketl) error: 0(10) : error C7532: global type samplerBuffer requires "#version 140" or later 0(24) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3varying vec4 vTexCoord; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vertex = mix(fetchVertex(aTimes.z, aVertex.zw), fetchVertex(aTimes.w, aVertex.zw), aTimes.y); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/ammo/rocket/rockfls1) error: 0(10) : error C7532: global type samplerBuffer requires "#version 140" or later 0(24) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3varying vec4 vTexCoord; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vertex = mix(fetchVertex(aTimes.z, aVertex.zw), fetchVertex(aTimes.w, aVertex.zw), aTimes.y); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/ammo/rocket/rockfls2) error: 0(10) : error C7532: global type samplerBuffer requires "#version 140" or later 0(24) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3varying vec4 vTexCoord; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vertex = mix(fetchVertex(aTimes.z, aVertex.zw), fetchVertex(aTimes.w, aVertex.zw), aTimes.y); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/ammo/rocket/rockflar) error: 0(10) : error C7532: global type samplerBuffer requires "#version 140" or later 0(24) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3varying vec4 vTexCoord; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vertex = mix(fetchVertex(aTimes.z, aVertex.zw), fetchVertex(aTimes.w, aVertex.zw), aTimes.y); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/ammo/rocket/rocket) error: 0(15) : error C7532: global type samplerBuffer requires "#version 140" or later 0(33) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/ammo/rocket/rocketfn) error: 0(15) : error C7532: global type samplerBuffer requires "#version 140" or later 0(33) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weapons2/railgun/railgun1) error: 0(15) : error C7532: global type samplerBuffer requires "#version 140" or later 0(33) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weapons2/railgun/railgun2) error: 0(12) : error C7532: global type samplerBuffer requires "#version 140" or later 0(26) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aEntColor; ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3varying vec4 vTexCoord; ^3varying vec4 vEntColor; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vertex = mix(fetchVertex(aTimes.z, aVertex.zw), fetchVertex(aTimes.w, aVertex.zw), aTimes.y); ^3 vTexCoord = aVertex.xyxy; ^3 vEntColor = aEntColor; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weapons2/railgun/railgun4) error: 0(13) : error C7532: global type samplerBuffer requires "#version 140" or later 0(27) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aEntColor; ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3varying vec4 vTexCoord; ^3varying vec4 vEntColor; ^3varying float vShadertime; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vertex = mix(fetchVertex(aTimes.z, aVertex.zw), fetchVertex(aTimes.w, aVertex.zw), aTimes.y); ^3 vTexCoord = aVertex.xyxy; ^3 vEntColor = aEntColor; ^3 vShadertime = aTimes.x; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weapons2/railgun/railgun3) error: 0(17) : error C7532: global type samplerBuffer requires "#version 140" or later 0(35) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aEntColor; ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3varying vec4 vTexCoord; ^3varying vec4 vEntColor; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vEntColor = aEntColor; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/powerups/ammo/railammo2) error: 0(10) : error C7532: global type samplerBuffer requires "#version 140" or later 0(24) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3varying vec4 vTexCoord; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vertex = mix(fetchVertex(aTimes.z, aVertex.zw), fetchVertex(aTimes.w, aVertex.zw), aTimes.y); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/powerups/ammo/railammo) error: 0(16) : error C7532: global type samplerBuffer requires "#version 140" or later 0(34) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3varying float vShadertime; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vShadertime = aTimes.x; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/weapons2/railgun/f_railgun2) error: 0(12) : error C7532: global type samplerBuffer requires "#version 140" or later 0(26) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aEntColor; ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3varying vec4 vTexCoord; ^3varying vec4 vEntColor; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vertex = mix(fetchVertex(aTimes.z, aVertex.zw), fetchVertex(aTimes.w, aVertex.zw), aTimes.y); ^3 vTexCoord = aVertex.xyxy; ^3 vEntColor = aEntColor; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/powerups/instant/quad) error: 0(12) : error C7532: global type samplerBuffer requires "#version 140" or later 0(27) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3 attribute vec3 aCameraPos; ^3varying vec3 vNormal; ^3varying vec3 vReflView; ^3varying vec3 vCameraPos; ^3uniform samplerBuffer texData; ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vCameraPos = vertex.xyz - aCameraPos.xyz; ^3 vReflView = reflect(vertex.xyz - aCameraPos, normalize(normal.xyz)); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/players/sarge/band) error: 0(15) : error C7532: global type samplerBuffer requires "#version 140" or later 0(33) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } ^3compile shader (models/players/sarge/cigar) error: 0(16) : error C7532: global type samplerBuffer requires "#version 140" or later 0(34) : error C7531: global function texelFetchBuffer requires "#extension GL_EXT_gpu_shader4 : enable" before use ^3#version 110 ^3// attribute vec4 aVertex; #define aVertex gl_Vertex ^3//attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 ^3attribute vec4 aTimes; ^3attribute vec4 aTransX, aTransY, aTransZ; ^3attribute vec3 aAmbientLight; ^3attribute vec3 aDirectedLight; ^3attribute vec4 aLightDir; ^3varying vec4 vTexCoord; ^3varying vec3 vNormal; ^3varying vec3 vDiffuse; ^3varying float vShadertime; ^3uniform samplerBuffer texData; ^3vec3 lightDir; #define ambientLight aAmbientLight #define directedLight aDirectedLight ^3 vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } ^3vec4 fetchVertex(const float frameNo, const vec2 offset, out vec4 normal) { int tc = int(floor(frameNo + offset)); vec4 data = texelFetchBuffer(texData, tc); vec4 lo = fract(data); vec4 hi = floor(data); normal = vec4((hi.xyz - 128.0) / 127.0, 0.0); return vec4(lo.xyz * 1024.0 - 512.0, 1.0); } ^3 void main() { vec4 vertex; ^3 vec4 normal; ^3 vec4 normal1, normal2; vertex = mix(fetchVertex(aTimes.z, aVertex.zw, normal1), fetchVertex(aTimes.w, aVertex.zw, normal2), aTimes.y); normal = normalize(mix(normal1, normal2, aTimes.y)); ^3 vTexCoord = aVertex.xyxy; ^3 vShadertime = aTimes.x; ^3 vertex = vec4(transform4(vertex), 1.0); ^3 normal = vec4( transform3( normal.xyz ), 0.0 ); ^3 vNormal = normal.xyz; ^3 vec3 lightDir = normalize(transform3(aLightDir.xyz)); ^3 float diffuse = max(0.0, dot(normal.xyz, lightDir.xyz)); vDiffuse = clamp(aAmbientLight + diffuse * aDirectedLight, 0.0, 1.0); ^3 gl_Position = gl_ModelViewProjectionMatrix * vertex; } CL_InitCGame: 1.17 seconds 0 msec to draw all images Com_TouchMemory: 0 msec UnnamedPlayer^7 entered the game ]\quit ----- Server Shutdown (Server quit) ----- ==== ShutdownGame ==== AAS shutdown. --------------------------- ----- FS_Startup ----- Current search path: /home/zack/.q3a/baseq3 ./baseq3 ./baseq3/tvy-bench.pk3 (280 files) ./baseq3/pom.pk3 (86 files) ./baseq3/pak8.pk3 (9 files) ./baseq3/pak7.pk3 (4 files) ./baseq3/pak6.pk3 (64 files) ./baseq3/pak5.pk3 (7 files) ./baseq3/pak4.pk3 (272 files) ./baseq3/pak3.pk3 (4 files) ./baseq3/pak2.pk3 (148 files) ./baseq3/pak1.pk3 (26 files) ./baseq3/pak0.pk3 (3539 files) ./baseq3/bgmappak1.pk3 (267 files) handle 2: music/sonic5.wav ---------------------- 4706 files in pk3 files ----- Client Shutdown (Client quit) ----- RE_Shutdown( 1 ) Hunk_Clear: reset the hunk ok OpenAL capture device closed. -----------------------