with both os the files are missing . the error appears at the launch of game . in console it is in the R_ReloadARBPrograms , i use files from quake4 glprogs folder and that all seems good . here is a copy of files : arbfp_glasswarp.txt !!ARBfp1.0 OPTION ARB_precision_hint_nicest; TEMP color, color2, preturb, tc, temp, scaler, greyScale, R1, specular, newtexcoord; #PARAM one = { 1.0625, 1.0625, 1.0625, 1.0625 }; #PARAM two = { 2.125, 2.125, 2.125, 2.125 }; #PARAM one = { 1.03125, 1.03125, 1.03125, 1.03125 }; #PARAM two = { 2.0625, 2.0625, 2.0625, 2.0625 }; PARAM one = { 1.015625, 1.015625, 1.015625, 1.015625 }; PARAM two = { 2.03125, 2.03125, 2.03125, 2.03125 }; #PARAM one = { 1, 1, 1, 1 }; #PARAM two = { 2, 2, 2, 1 }; PARAM zero = { 0, 0, 0, 0 }; PARAM default = { 0, 0, 0, 1 }; PARAM pointFive = { 0.5, 0.5, 0.5, 1 }; PARAM preturbScale = { 0.2, 0.2, 0, 1 }; PARAM faceScale = { 0.1, 0.1, 0.1, 1 }; PARAM colorShift = { 0.1, 0.1, 0.2, 1 }; PARAM finalColorScale = { 0.6, 0.6, 1, 1 }; # specular is actually now viewer DP3 specular, fragment.texcoord[6], fragment.texcoord[6]; RSQ specular, specular.w; MUL specular.xyz, specular.w, fragment.texcoord[6]; # load heightmap TXP R1, fragment.texcoord[1], texture[7], 2D; MAD R1, R1, program.local[0].x, program.local[0].y; # scale and bias MAD newtexcoord, R1, specular, fragment.texcoord[1]; MOV tc, default; MOV preturb, default; # get the preturbation value MOV tc, fragment.texcoord[0]; SUB tc.xy, tc, pointFive; MUL tc.xy, tc, two; TXP temp, tc, texture[0], 2D; MOV scaler, temp; MUL temp, temp, preturbScale; SUB preturb.xyz, one, temp; # do the preturbation of texture coords MOV tc, newtexcoord; MOV temp, tc; RCP temp.w, temp.w; MOV tc.w, default; MUL tc.xy, tc, temp.wwww; SUB tc.xy, tc, pointFive; MUL tc.xy, tc, preturb; ADD tc.xy, tc, pointFive; # get the actual lookup color from the preturbed texture coords TXP color.xyz, tc, texture[1], 2D; MOV result.color.xyz, color; # truncate! TXP color2.xyz, tc, texture[2], 2D; MUL color2.xyz, color2, faceScale; # compute the color shift value MUL scaler, scaler, colorShift; MOV greyScale, color.xxxx; MUL greyScale, finalColorScale, greyScale; MUL temp, greyScale, scaler.x; SUB tc, one, scaler; MUL color.xyz, color, tc.x; ADD color.xyz, color, temp; # final color mix ADD color.xyz, color, color2; MOV result.color.xyz, color; #MUL color.xyz, color, fragment.color; #dfm added ! END arbvp_glasswarp.txt !!ARBvp1.0 OPTION ARB_position_invariant ; MOV result.texcoord[0].x, vertex.attrib[9].x; MOV result.texcoord[1].x, vertex.attrib[10].x; END
with both os the files are missing . the error appears at the launch of game . in console it is in the R_ReloadARBPrograms , i use files from quake4 glprogs folder and that all seems good . here is a copy of files : arbfp_glasswarp.txt !!ARBfp1.0 OPTION ARB_precision_hint_nicest; TEMP color, color2, preturb, tc, temp, scaler, greyScale, R1, specular, newtexcoord; #PARAM one = { 1.0625, 1.0625, 1.0625, 1.0625 }; #PARAM two = { 2.125, 2.125, 2.125, 2.125 }; #PARAM one = { 1.03125, 1.03125, 1.03125, 1.03125 }; #PARAM two = { 2.0625, 2.0625, 2.0625, 2.0625 }; PARAM one = { 1.015625, 1.015625, 1.015625, 1.015625 }; PARAM two = { 2.03125, 2.03125, 2.03125, 2.03125 }; #PARAM one = { 1, 1, 1, 1 }; #PARAM two = { 2, 2, 2, 1 }; PARAM zero = { 0, 0, 0, 0 }; PARAM default = { 0, 0, 0, 1 }; PARAM pointFive = { 0.5, 0.5, 0.5, 1 }; PARAM preturbScale = { 0.2, 0.2, 0, 1 }; PARAM faceScale = { 0.1, 0.1, 0.1, 1 }; PARAM colorShift = { 0.1, 0.1, 0.2, 1 }; PARAM finalColorScale = { 0.6, 0.6, 1, 1 }; # specular is actually now viewer DP3 specular, fragment.texcoord[6], fragment.texcoord[6]; RSQ specular, specular.w; MUL specular.xyz, specular.w, fragment.texcoord[6]; # load heightmap TXP R1, fragment.texcoord[1], texture[7], 2D; MAD R1, R1, program.local[0].x, program.local[0].y; # scale and bias MAD newtexcoord, R1, specular, fragment.texcoord[1]; MOV tc, default; MOV preturb, default; # get the preturbation value MOV tc, fragment.texcoord[0]; SUB tc.xy, tc, pointFive; MUL tc.xy, tc, two; TXP temp, tc, texture[0], 2D; MOV scaler, temp; MUL temp, temp, preturbScale; SUB preturb.xyz, one, temp; # do the preturbation of texture coords MOV tc, newtexcoord; MOV temp, tc; RCP temp.w, temp.w; MOV tc.w, default; MUL tc.xy, tc, temp.wwww; SUB tc.xy, tc, pointFive; MUL tc.xy, tc, preturb; ADD tc.xy, tc, pointFive; # get the actual lookup color from the preturbed texture coords TXP color.xyz, tc, texture[1], 2D; MOV result.color.xyz, color; # truncate! TXP color2.xyz, tc, texture[2], 2D; MUL color2.xyz, color2, faceScale; # compute the color shift value MUL scaler, scaler, colorShift; MOV greyScale, color.xxxx; MUL greyScale, finalColorScale, greyScale; MUL temp, greyScale, scaler.x; SUB tc, one, scaler; MUL color.xyz, color, tc.x; ADD color.xyz, color, temp; # final color mix ADD color.xyz, color, color2; MOV result.color.xyz, color; #MUL color.xyz, color, fragment.color; #dfm added ! END arbvp_glasswarp.txt !!ARBvp1.0 OPTION ARB_position_invariant ; MOV result.texcoord[0].x, vertex.attrib[9].x; MOV result.texcoord[1].x, vertex.attrib[10].x; END