2010-09-20T23:35:52Z INFO: setShaders: ~~~~~~~~~~~~~~~~~~ Loading Shaders: ~~~~~~~~~~~~~~~~~~ 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: windlight/atmosphericsVarsV.glsl class 1 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class1/windlight/atmosphericsVarsV.glsl (Want class 1) GLSL source for shader 1: /** * @file atmosphericVarsV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ varying vec3 vary_PositionEye; vec3 getPositionEye() { return vary_PositionEye; } void setPositionEye(vec3 v) { vary_PositionEye = v; } GLSL IR for shader 1: ( (declare (out ) vec3 vary_PositionEye@0x94854e0) (declare (out ) vec4 gl_Position@0x869dc10) (declare (out ) float gl_PointSize@0x8df15f0) (declare (in ) vec4 gl_Vertex@0x9baf6f0) (declare (in ) vec3 gl_Normal@0xa1bcb60) (declare (in ) vec4 gl_Color@0x95048a0) (declare (in ) vec4 gl_SecondaryColor@0x9359ee0) (declare (in ) vec4 gl_MultiTexCoord0@0x7fdfbd0) (declare (in ) vec4 gl_MultiTexCoord1@0xaec9d20) (declare (in ) vec4 gl_MultiTexCoord2@0x9c12dd0) (declare (in ) vec4 gl_MultiTexCoord3@0x8a2a100) (declare (in ) vec4 gl_MultiTexCoord4@0x8a4d190) (declare (in ) vec4 gl_MultiTexCoord5@0x8a53100) (declare (in ) vec4 gl_MultiTexCoord6@0x8a48640) (declare (in ) vec4 gl_MultiTexCoord7@0xa417700) (declare (in ) float gl_FogCoord@0x85c9bb0) (declare (out ) vec4 gl_ClipVertex@0x9dc50f0) (declare (out ) vec4 gl_FrontColor@0x9eac190) (declare (out ) vec4 gl_BackColor@0xa9661d0) (declare (out ) vec4 gl_FrontSecondaryColor@0x84b6320) (declare (out ) vec4 gl_BackSecondaryColor@0xaba9860) (declare (out ) float gl_FogFragCoord@0x914ea00) (declare (uniform ) mat4 gl_ModelViewMatrix@0x8588ae0) (declare (uniform ) mat4 gl_ProjectionMatrix@0x37cc9a0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0x74d5880) (declare (uniform ) mat3 gl_NormalMatrix@0x60e5920) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0x61e8c60) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0x6101ee0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0x9b2b0d0) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0x6034c00) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0x55c49a0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0x6189050) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0xa3e9ea0) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0xa1a1c80) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0xb32d150) (declare (uniform ) float gl_NormalScale@0xad5dc20) (declare (uniform ) gl_LightModelParameters gl_LightModel@0xad47570) (declare () int gl_MaxLights@0xaae0ba0) (declare () int gl_MaxClipPlanes@0xa5a5720) (declare () int gl_MaxTextureUnits@0x93d5a20) (declare () int gl_MaxTextureCoords@0x60219e0) (declare () int gl_MaxVertexAttribs@0xa155c20) (declare () int gl_MaxVertexUniformComponents@0x8ccad90) (declare () int gl_MaxVaryingFloats@0xaff4dd0) (declare () int gl_MaxVertexTextureImageUnits@0xaff1bd0) (declare () int gl_MaxCombinedTextureImageUnits@0xaff4150) (declare () int gl_MaxTextureImageUnits@0xaff2ad0) (declare () int gl_MaxFragmentUniformComponents@0x9c3e230) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0x9c11ee0) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0xaff20d0) (declare (uniform ) (array vec4 6) gl_ClipPlane@0x86cfd50) (declare (uniform ) gl_PointParameters gl_Point@0x95e0140) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0x8b6f2e0) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0x8e36e90) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0x8e389e0) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0xa570f90) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0xa4f5f70) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0xa272ff0) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0xa3f62b0) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0x9c32ad0) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0xac10170) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0x8d312a0) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0x82ce1a0) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0xabdd7e0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0xa0c5000) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0xa44bad0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0x93ec730) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0x93ec480) (declare (uniform ) gl_FogParameters gl_Fog@0x9542f30) (declare (out ) (array vec4 0) gl_TexCoord@0x9429f90) (declare () int gl_MaxDrawBuffers@0xa50da90) (function getPositionEye (signature vec3 (parameters ) ( (return (var_ref vary_PositionEye@0x94854e0) ) )) ) (function setPositionEye (signature void (parameters (declare (in ) vec3 v@0x94851e0) ) ( (assign (constant bool (1)) (xyz) (var_ref vary_PositionEye@0x94854e0) (var_ref v@0x94851e0) ) )) ) ) 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: windlight/atmosphericsHelpersV.glsl class 1 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class1/windlight/atmosphericsHelpersV.glsl (Want class 1) GLSL source for shader 2: /** * @file atmosphericsHelpersV.glsl * * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc. * $License$ */ vec3 atmosAmbient(vec3 light) { return gl_LightModel.ambient.rgb + light; } vec3 atmosAffectDirectionalLight(float lightIntensity) { return gl_LightSource[0].diffuse.rgb * lightIntensity; } vec3 atmosGetDiffuseSunlightColor() { return gl_LightSource[0].diffuse.rgb; } vec3 scaleDownLight(vec3 light) { /* stub function for fallback compatibility on class1 hardware */ return light; } vec3 scaleUpLight(vec3 light) { /* stub function for fallback compatibility on class1 hardware */ return light; } GLSL IR for shader 2: ( (declare (out ) vec4 gl_Position@0xa9be520) (declare (out ) float gl_PointSize@0xb32c170) (declare (in ) vec4 gl_Vertex@0x9483a40) (declare (in ) vec3 gl_Normal@0xa382340) (declare (in ) vec4 gl_Color@0x8e44390) (declare (in ) vec4 gl_SecondaryColor@0x9622990) (declare (in ) vec4 gl_MultiTexCoord0@0x93f8240) (declare (in ) vec4 gl_MultiTexCoord1@0x8d0ec60) (declare (in ) vec4 gl_MultiTexCoord2@0x8dbedf0) (declare (in ) vec4 gl_MultiTexCoord3@0x8abe7f0) (declare (in ) vec4 gl_MultiTexCoord4@0xa96af20) (declare (in ) vec4 gl_MultiTexCoord5@0xa40fa50) (declare (in ) vec4 gl_MultiTexCoord6@0xa5c9bd0) (declare (in ) vec4 gl_MultiTexCoord7@0x8b39510) (declare (in ) float gl_FogCoord@0x9633070) (declare (out ) vec4 gl_ClipVertex@0xa965e00) (declare (out ) vec4 gl_FrontColor@0xa1563a0) (declare (out ) vec4 gl_BackColor@0xa95fed0) (declare (out ) vec4 gl_FrontSecondaryColor@0xae66d90) (declare (out ) vec4 gl_BackSecondaryColor@0xa967040) (declare (out ) float gl_FogFragCoord@0x8d008d0) (declare (uniform ) mat4 gl_ModelViewMatrix@0x81103f0) (declare (uniform ) mat4 gl_ProjectionMatrix@0xa99adf0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0xa99f600) (declare (uniform ) mat3 gl_NormalMatrix@0x60f23c0) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0xa152a80) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0xa152cd0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0xa152f20) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0x8d0c840) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0x8d0ca90) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0x8d0cce0) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0x8d0cf30) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0x8d0d2f0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0x8d0d540) (declare (uniform ) float gl_NormalScale@0x8d0d790) (declare (uniform ) gl_LightModelParameters gl_LightModel@0x8d0d9e0) (declare () int gl_MaxLights@0x8d0dda0) (declare () int gl_MaxClipPlanes@0x8d0e240) (declare () int gl_MaxTextureUnits@0xa4383d0) (declare () int gl_MaxTextureCoords@0xa438870) (declare () int gl_MaxVertexAttribs@0xa438e80) (declare () int gl_MaxVertexUniformComponents@0xa439320) (declare () int gl_MaxVaryingFloats@0xa439930) (declare () int gl_MaxVertexTextureImageUnits@0xa439dd0) (declare () int gl_MaxCombinedTextureImageUnits@0xaf23260) (declare () int gl_MaxTextureImageUnits@0xaf23630) (declare () int gl_MaxFragmentUniformComponents@0xaf23a00) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0xaf23dd0) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0xaf24b10) (declare (uniform ) (array vec4 6) gl_ClipPlane@0xaf24c90) (declare (uniform ) gl_PointParameters gl_Point@0xaf24ee0) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0xaf25060) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0xa412de0) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0xa413030) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0xa4131b0) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0xa413570) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0xa4137c0) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0xa413a10) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0xa413c60) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0xa414020) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0xa414270) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0xa4144c0) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0xa414710) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0xa414ad0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0xa414d20) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0x8dbf150) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0x8dbf3a0) (declare (uniform ) gl_FogParameters gl_Fog@0x8dbf5f0) (declare (out ) (array vec4 0) gl_TexCoord@0x8dbf840) (declare () int gl_MaxDrawBuffers@0x8dbfc00) (function atmosAmbient (signature vec3 (parameters (declare (in ) vec3 light@0x8d00b10) ) ( (return (expression vec3 + (swiz xyz (record_ref (var_ref gl_LightModel@0x8d0d9e0) ambient) )(var_ref light@0x8d00b10) ) ) )) ) (function atmosAffectDirectionalLight (signature vec3 (parameters (declare (in ) float lightIntensity@0x7647310) ) ( (return (expression vec3 * (swiz xyz (record_ref (array_ref (var_ref gl_LightSource@0xa413030) (constant int (0)) ) diffuse) )(var_ref lightIntensity@0x7647310) ) ) )) ) (function atmosGetDiffuseSunlightColor (signature vec3 (parameters ) ( (return (swiz xyz (record_ref (array_ref (var_ref gl_LightSource@0xa413030) (constant int (0)) ) diffuse) )) )) ) (function scaleDownLight (signature vec3 (parameters (declare (in ) vec3 light@0x872bdc0) ) ( (return (var_ref light@0x872bdc0) ) )) ) (function scaleUpLight (signature vec3 (parameters (declare (in ) vec3 light@0xa3b1b60) ) ( (return (var_ref light@0xa3b1b60) ) )) ) ) 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: lighting/lightFuncV.glsl class 2 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class2/lighting/lightFuncV.glsl 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class1/lighting/lightFuncV.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class1/lighting/lightFuncV.glsl (Want class 1) GLSL source for shader 3: /** * @file lightFuncV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ float calcDirectionalLight(vec3 n, vec3 l) { float a = max(dot(n,l),0.0); return a; } float calcPointLight(vec3 v, vec3 n, vec4 lp, float la) { //get light vector vec3 lv = lp.xyz-v; //get distance float d = length(lv); //normalize light vector lv *= 1.0/d; //distance attenuation float da = clamp(1.0/(la * d), 0.0, 1.0); //angular attenuation da *= calcDirectionalLight(n, lv); return da; } GLSL IR for shader 3: ( (declare (out ) vec4 gl_Position@0x4c58990) (declare (out ) float gl_PointSize@0xa012550) (declare (in ) vec4 gl_Vertex@0x75465d0) (declare (in ) vec3 gl_Normal@0x8055330) (declare (in ) vec4 gl_Color@0x8e094b0) (declare (in ) vec4 gl_SecondaryColor@0xa9bd7a0) (declare (in ) vec4 gl_MultiTexCoord0@0x9fdae60) (declare (in ) vec4 gl_MultiTexCoord1@0x8cf9860) (declare (in ) vec4 gl_MultiTexCoord2@0x9c4a760) (declare (in ) vec4 gl_MultiTexCoord3@0x8abef60) (declare (in ) vec4 gl_MultiTexCoord4@0x8e647f0) (declare (in ) vec4 gl_MultiTexCoord5@0xa3f5840) (declare (in ) vec4 gl_MultiTexCoord6@0x935a6e0) (declare (in ) vec4 gl_MultiTexCoord7@0x8ac0bb0) (declare (in ) float gl_FogCoord@0x8cf0300) (declare (out ) vec4 gl_ClipVertex@0x8cf4050) (declare (out ) vec4 gl_FrontColor@0xafc79f0) (declare (out ) vec4 gl_BackColor@0x9d15fd0) (declare (out ) vec4 gl_FrontSecondaryColor@0xa508050) (declare (out ) vec4 gl_BackSecondaryColor@0x732f490) (declare (out ) float gl_FogFragCoord@0x89f19e0) (declare (uniform ) mat4 gl_ModelViewMatrix@0x8e09220) (declare (uniform ) mat4 gl_ProjectionMatrix@0x8cab360) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0x8112ec0) (declare (uniform ) mat3 gl_NormalMatrix@0xb286ed0) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0x8e07da0) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0x8a493e0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0x89ce330) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0x7d1f840) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0x9bdc020) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0xaed65e0) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0xa153990) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0x8cc4080) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0xa3b37e0) (declare (uniform ) float gl_NormalScale@0xa6527d0) (declare (uniform ) gl_LightModelParameters gl_LightModel@0xa5fa770) (declare () int gl_MaxLights@0x8e61a30) (declare () int gl_MaxClipPlanes@0x8a52ae0) (declare () int gl_MaxTextureUnits@0x8cce4b0) (declare () int gl_MaxTextureCoords@0xaff1710) (declare () int gl_MaxVertexAttribs@0x8110630) (declare () int gl_MaxVertexUniformComponents@0x96977e0) (declare () int gl_MaxVaryingFloats@0x82c69d0) (declare () int gl_MaxVertexTextureImageUnits@0x94a1960) (declare () int gl_MaxCombinedTextureImageUnits@0xaf222b0) (declare () int gl_MaxTextureImageUnits@0xb22d000) (declare () int gl_MaxFragmentUniformComponents@0xa98ce00) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0xa98d1c0) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0xa98d620) (declare (uniform ) (array vec4 6) gl_ClipPlane@0xa98d870) (declare (uniform ) gl_PointParameters gl_Point@0x34c8b40) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0xa98f750) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0x89d35b0) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0xa98f4e0) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0xa998ce0) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0xa99b890) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0xa9a0710) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0xa9a3ae0) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0x9d516b0) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0x9d54260) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0xa011450) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0xa0116b0) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0x89d3350) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0xa0122f0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0xa663240) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0xaf21d70) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0xb2ae8b0) (declare (uniform ) gl_FogParameters gl_Fog@0xb2b1460) (declare (out ) (array vec4 0) gl_TexCoord@0x95e6150) (declare () int gl_MaxDrawBuffers@0x95ec680) (function calcDirectionalLight (signature float (parameters (declare (in ) vec3 n@0x8d4f7d0) (declare (in ) vec3 l@0x8d4f8e0) ) ( (declare (temporary ) float dot_retval@0xa325ca0) (assign (constant bool (1)) (x) (var_ref dot_retval@0xa325ca0) (call dot ((var_ref n@0x8d4f7d0) (var_ref l@0x8d4f8e0) )) ) (declare (temporary ) float max_retval@0xa3260e0) (assign (constant bool (1)) (x) (var_ref max_retval@0xa3260e0) (call max ((var_ref dot_retval@0xa325ca0) (constant float (0.000000)) )) ) (return (var_ref max_retval@0xa3260e0) ) )) ) (function calcPointLight (signature float (parameters (declare (in ) vec3 v@0x8cf2d40) (declare (in ) vec3 n@0x8cf2e50) (declare (in ) vec4 lp@0x8cf2f60) (declare (in ) float la@0x8cf3070) ) ( (declare () float da@0x9cf37a0) (declare () vec3 lv@0x8103c50) (declare (temporary ) vec3 assignment_tmp@0x8104040) (assign (constant bool (1)) (xyz) (var_ref assignment_tmp@0x8104040) (expression vec3 + (swiz xyz (var_ref lp@0x8cf2f60) )(expression vec3 neg (var_ref v@0x8cf2d40) ) ) ) (assign (constant bool (1)) (xyz) (var_ref lv@0x8103c50) (var_ref assignment_tmp@0x8104040) ) (declare (temporary ) float length_retval@0x82a73b0) (assign (constant bool (1)) (x) (var_ref length_retval@0x82a73b0) (call length ((var_ref assignment_tmp@0x8104040) )) ) (assign (constant bool (1)) (xyz) (var_ref lv@0x8103c50) (expression vec3 * (var_ref lv@0x8103c50) (expression float rcp (var_ref length_retval@0x82a73b0) ) ) ) (declare (temporary ) float clamp_retval@0xb257640) (assign (constant bool (1)) (x) (var_ref clamp_retval@0xb257640) (call clamp ((expression float rcp (expression float * (var_ref la@0x8cf3070) (var_ref length_retval@0x82a73b0) ) ) (constant float (0.000000)) (constant float (1.000000)) )) ) (assign (constant bool (1)) (x) (var_ref da@0x9cf37a0) (var_ref clamp_retval@0xb257640) ) (declare (temporary ) float calcDirectionalLight_retval@0xa375470) (assign (constant bool (1)) (x) (var_ref calcDirectionalLight_retval@0xa375470) (call calcDirectionalLight ((var_ref n@0x8cf2e50) (var_ref lv@0x8103c50) )) ) (declare (temporary ) float assignment_tmp@0xa375890) (assign (constant bool (1)) (x) (var_ref assignment_tmp@0xa375890) (expression float * (var_ref da@0x9cf37a0) (var_ref calcDirectionalLight_retval@0xa375470) ) ) (assign (constant bool (1)) (x) (var_ref da@0x9cf37a0) (var_ref assignment_tmp@0xa375890) ) (return (var_ref assignment_tmp@0xa375890) ) )) ) ) 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: lighting/sumLightsV.glsl class 1 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class1/lighting/sumLightsV.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class1/lighting/sumLightsV.glsl (Want class 1) GLSL source for shader 4: /** * @file sumLightsV.glsl * * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc. * $License$ */ float calcDirectionalLight(vec3 n, vec3 l); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) { vec4 col; col.a = color.a; col.rgb = gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); col.rgb += atmosAmbient(baseLight.rgb); col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz)); col.rgb = min(col.rgb*color.rgb, 1.0); return col; } GLSL IR for shader 4: ( (declare (out ) vec4 gl_Position@0x94073a0) (declare (out ) float gl_PointSize@0x9407530) (declare (in ) vec4 gl_Vertex@0xa995b30) (declare (in ) vec3 gl_Normal@0xa995cc0) (declare (in ) vec4 gl_Color@0xa995e90) (declare (in ) vec4 gl_SecondaryColor@0xa996060) (declare (in ) vec4 gl_MultiTexCoord0@0x8d82ea0) (declare (in ) vec4 gl_MultiTexCoord1@0x8d830a0) (declare (in ) vec4 gl_MultiTexCoord2@0x8d832d0) (declare (in ) vec4 gl_MultiTexCoord3@0x8d83500) (declare (in ) vec4 gl_MultiTexCoord4@0x8d83730) (declare (in ) vec4 gl_MultiTexCoord5@0x8d83960) (declare (in ) vec4 gl_MultiTexCoord6@0x89a3b60) (declare (in ) vec4 gl_MultiTexCoord7@0x89a3d90) (declare (in ) float gl_FogCoord@0x89a3fc0) (declare (out ) vec4 gl_ClipVertex@0x89a41f0) (declare (out ) vec4 gl_FrontColor@0x89a4420) (declare (out ) vec4 gl_BackColor@0x95f69c0) (declare (out ) vec4 gl_FrontSecondaryColor@0x95f6bf0) (declare (out ) vec4 gl_BackSecondaryColor@0x95f6e20) (declare (out ) float gl_FogFragCoord@0x95f7050) (declare (uniform ) mat4 gl_ModelViewMatrix@0x95f7280) (declare (uniform ) mat4 gl_ProjectionMatrix@0x95f74b0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0xae1c820) (declare (uniform ) mat3 gl_NormalMatrix@0xae1c9f0) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0xae1cc20) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0xae1ce70) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0xae1d0c0) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0xae1d310) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0xb2b3f70) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0xb2b41c0) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0xb2b4410) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0xb2b4660) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0xb2b48b0) (declare (uniform ) float gl_NormalScale@0xb2b4ae0) (declare (uniform ) gl_LightModelParameters gl_LightModel@0x8e68490) (declare () int gl_MaxLights@0x8e686c0) (declare () int gl_MaxClipPlanes@0x8e689d0) (declare () int gl_MaxTextureUnits@0x8e68ce0) (declare () int gl_MaxTextureCoords@0x8e68ff0) (declare () int gl_MaxVertexAttribs@0xa9b8320) (declare () int gl_MaxVertexUniformComponents@0xa9b8630) (declare () int gl_MaxVaryingFloats@0xa9b8960) (declare () int gl_MaxVertexTextureImageUnits@0xa9b8c70) (declare () int gl_MaxCombinedTextureImageUnits@0x82e2500) (declare () int gl_MaxTextureImageUnits@0x82e2830) (declare () int gl_MaxFragmentUniformComponents@0x82e2b40) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0x82e2e70) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0x8d32540) (declare (uniform ) (array vec4 6) gl_ClipPlane@0x8d32730) (declare (uniform ) gl_PointParameters gl_Point@0x8d32940) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0x8d32b70) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0x8d32da0) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0x8d32fd0) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0x9614940) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0x9614b90) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0x9614de0) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0x9615010) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0x9615240) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0x9615470) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0x8ae7380) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0x8ae75b0) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0x8ae77e0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0x8ae7a10) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0x8ae7c40) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0x8ae7e70) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0x9d73370) (declare (uniform ) gl_FogParameters gl_Fog@0x9d73530) (declare (out ) (array vec4 0) gl_TexCoord@0x9d736f0) (declare () int gl_MaxDrawBuffers@0x9d73920) (function calcDirectionalLight (signature float (parameters (declare (in ) vec3 n@0x89b8d40) (declare (in ) vec3 l@0x89b8e50) ) ( )) ) (function atmosAmbient (signature vec3 (parameters (declare (in ) vec3 light@0x89b9250) ) ( )) ) (function atmosAffectDirectionalLight (signature vec3 (parameters (declare (in ) float lightIntensity@0x95e4070) ) ( )) ) (function scaleDownLight (signature vec3 (parameters (declare (in ) vec3 light@0x95e4480) ) ( )) ) (function sumLights (signature vec4 (parameters (declare (in ) vec3 pos@0x95e4840) (declare (in ) vec3 norm@0x95e4950) (declare (in ) vec4 color@0x95e4a60) (declare (in ) vec4 baseLight@0x95e4b70) ) ( (declare () vec4 col@0x60f7790) (assign (constant bool (1)) (w) (var_ref col@0x60f7790) (swiz wwww (var_ref color@0x95e4a60) )) (declare (temporary ) float calcDirectionalLight_retval@0x7dee010) (assign (constant bool (1)) (x) (var_ref calcDirectionalLight_retval@0x7dee010) (call calcDirectionalLight ((var_ref norm@0x95e4950) (swiz xyz (record_ref (array_ref (var_ref gl_LightSource@0x8d32fd0) (constant int (1)) ) position) ))) ) (assign (constant bool (1)) (xyz) (var_ref col@0x60f7790) (swiz xyz (expression vec3 * (swiz xyz (record_ref (array_ref (var_ref gl_LightSource@0x8d32fd0) (constant int (1)) ) diffuse) )(var_ref calcDirectionalLight_retval@0x7dee010) ) )) (declare (temporary ) vec3 scaleDownLight_retval@0x91640b0) (assign (constant bool (1)) (xyz) (var_ref scaleDownLight_retval@0x91640b0) (call scaleDownLight ((swiz xyz (var_ref col@0x60f7790) ))) ) (assign (constant bool (1)) (xyz) (var_ref col@0x60f7790) (swiz xyz (var_ref scaleDownLight_retval@0x91640b0) )) (declare (temporary ) vec3 atmosAmbient_retval@0x9164b80) (assign (constant bool (1)) (xyz) (var_ref atmosAmbient_retval@0x9164b80) (call atmosAmbient ((swiz xyz (var_ref baseLight@0x95e4b70) ))) ) (assign (constant bool (1)) (xyz) (var_ref col@0x60f7790) (swiz xyz (expression vec3 + (swiz xyz (var_ref col@0x60f7790) )(var_ref atmosAmbient_retval@0x9164b80) ) )) (declare (temporary ) float calcDirectionalLight_retval@0x8e08e40) (assign (constant bool (1)) (x) (var_ref calcDirectionalLight_retval@0x8e08e40) (call calcDirectionalLight ((var_ref norm@0x95e4950) (swiz xyz (record_ref (array_ref (var_ref gl_LightSource@0x8d32fd0) (constant int (0)) ) position) ))) ) (declare (temporary ) vec3 atmosAffectDirectionalLight_retval@0xa9a2af0) (assign (constant bool (1)) (xyz) (var_ref atmosAffectDirectionalLight_retval@0xa9a2af0) (call atmosAffectDirectionalLight ((var_ref calcDirectionalLight_retval@0x8e08e40) )) ) (assign (constant bool (1)) (xyz) (var_ref col@0x60f7790) (swiz xyz (expression vec3 + (swiz xyz (var_ref col@0x60f7790) )(var_ref atmosAffectDirectionalLight_retval@0xa9a2af0) ) )) (declare (temporary ) vec3 min_retval@0xa99d300) (assign (constant bool (1)) (xyz) (var_ref min_retval@0xa99d300) (call min ((expression vec3 * (swiz xyz (var_ref col@0x60f7790) )(swiz xyz (var_ref color@0x95e4a60) )) (constant float (1.000000)) )) ) (assign (constant bool (1)) (xyz) (var_ref col@0x60f7790) (swiz xyz (var_ref min_retval@0xa99d300) )) (return (var_ref col@0x60f7790) ) )) ) ) 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: lighting/lightV.glsl class 2 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class2/lighting/lightV.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class2/lighting/lightV.glsl (Want class 2) GLSL source for shader 5: /** * @file lightV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ // All lights, no specular highlights vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) { return sumLights(pos, norm, color, baseLight); } GLSL IR for shader 5: ( (declare (out ) vec4 gl_Position@0xa99d780) (declare (out ) float gl_PointSize@0xa410660) (declare (in ) vec4 gl_Vertex@0xa410850) (declare (in ) vec3 gl_Normal@0x9407df0) (declare (in ) vec4 gl_Color@0x9408020) (declare (in ) vec4 gl_SecondaryColor@0xa9954a0) (declare (in ) vec4 gl_MultiTexCoord0@0xa9956a0) (declare (in ) vec4 gl_MultiTexCoord1@0xa9958d0) (declare (in ) vec4 gl_MultiTexCoord2@0xa99dd80) (declare (in ) vec4 gl_MultiTexCoord3@0xa99dfb0) (declare (in ) vec4 gl_MultiTexCoord4@0xa99e1e0) (declare (in ) vec4 gl_MultiTexCoord5@0xa9b9ff0) (declare (in ) vec4 gl_MultiTexCoord6@0xa9ba220) (declare (in ) vec4 gl_MultiTexCoord7@0xa9ba450) (declare (in ) float gl_FogCoord@0xa9ba680) (declare (out ) vec4 gl_ClipVertex@0xa9ba8b0) (declare (out ) vec4 gl_FrontColor@0x8ccc3f0) (declare (out ) vec4 gl_BackColor@0x8ccc620) (declare (out ) vec4 gl_FrontSecondaryColor@0x8ccc850) (declare (out ) vec4 gl_BackSecondaryColor@0x8ccca80) (declare (out ) float gl_FogFragCoord@0x8ccccb0) (declare (uniform ) mat4 gl_ModelViewMatrix@0x8cccee0) (declare (uniform ) mat4 gl_ProjectionMatrix@0x9e9fc50) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0x9e9fe80) (declare (uniform ) mat3 gl_NormalMatrix@0x9ea0050) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0x9ea0280) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0x9ea0450) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0x9ea0620) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0x95f9d50) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0x95f9f80) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0x95fa1d0) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0x95fa420) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0x95fa670) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0x95fa8c0) (declare (uniform ) float gl_NormalScale@0xb28bdf0) (declare (uniform ) gl_LightModelParameters gl_LightModel@0xb28c020) (declare () int gl_MaxLights@0xb28c250) (declare () int gl_MaxClipPlanes@0xb28c560) (declare () int gl_MaxTextureUnits@0xb28c870) (declare () int gl_MaxTextureCoords@0xb28cb80) (declare () int gl_MaxVertexAttribs@0x8d43d20) (declare () int gl_MaxVertexUniformComponents@0x8d44030) (declare () int gl_MaxVaryingFloats@0x8d44360) (declare () int gl_MaxVertexTextureImageUnits@0x8d44670) (declare () int gl_MaxCombinedTextureImageUnits@0x8d449a0) (declare () int gl_MaxTextureImageUnits@0x9d00e00) (declare () int gl_MaxFragmentUniformComponents@0x9d010a0) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0x9d013d0) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0x9d01600) (declare (uniform ) (array vec4 6) gl_ClipPlane@0x9d01830) (declare (uniform ) gl_PointParameters gl_Point@0x9d01a60) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0x9d01c90) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0xb2b4eb0) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0xb2b50e0) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0xb2b5310) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0xb2b5560) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0xb2b57b0) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0xb2b59e0) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0xb2b5c10) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0xb2b71b0) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0xb2b73e0) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0xb2b7610) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0xb2b7840) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0xb2b7a70) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0xb2b7ca0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0xb2b7ed0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0x95e5040) (declare (uniform ) gl_FogParameters gl_Fog@0x95e5270) (declare (out ) (array vec4 0) gl_TexCoord@0x95e5430) (declare () int gl_MaxDrawBuffers@0x95e5660) (function sumLights (signature vec4 (parameters (declare (in ) vec3 pos@0x89ad590) (declare (in ) vec3 norm@0x89ad6a0) (declare (in ) vec4 color@0x89ad7b0) (declare (in ) vec4 baseLight@0x89ad8c0) ) ( )) ) (function calcLighting (signature vec4 (parameters (declare (in ) vec3 pos@0x89adcd0) (declare (in ) vec3 norm@0x89adde0) (declare (in ) vec4 color@0x89adef0) (declare (in ) vec4 baseLight@0x89ae000) ) ( (declare (temporary ) vec4 sumLights_retval@0x8d47ef0) (assign (constant bool (1)) (xyzw) (var_ref sumLights_retval@0x8d47ef0) (call sumLights ((var_ref pos@0x89adcd0) (var_ref norm@0x89adde0) (var_ref color@0x89adef0) (var_ref baseLight@0x89ae000) )) ) (return (var_ref sumLights_retval@0x8d47ef0) ) )) ) ) 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: lighting/lightFuncSpecularV.glsl class 2 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class2/lighting/lightFuncSpecularV.glsl 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class1/lighting/lightFuncSpecularV.glsl (Want class 1) GLSL source for shader 6: /** * @file lightFuncSpecularV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ float calcDirectionalLight(vec3 n, vec3 l) { float a = max(dot(n,l),0.0); return a; } float calcDirectionalSpecular(vec3 view, vec3 n, vec3 l) { return pow(max(dot(reflect(view, n),l), 0.0),8.0); } float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da) { specular.rgb += calcDirectionalSpecular(view,n,l)*lightCol*da; return max(dot(n,l),0.0); } vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol) { //get light vector vec3 lv = l-v; //get distance float d = length(lv); //normalize light vector lv *= 1.0/d; //distance attenuation float da = clamp(1.0/(r * d), 0.0, 1.0); //angular attenuation da *= calcDirectionalLightSpecular(specular, view, n, lv, lightCol, da); return da*lightCol; } GLSL IR for shader 6: ( (declare (out ) vec4 gl_Position@0x8e08330) (declare (out ) float gl_PointSize@0x8e084f0) (declare (in ) vec4 gl_Vertex@0xaa00d10) (declare (in ) vec3 gl_Normal@0xaa00f40) (declare (in ) vec4 gl_Color@0xaa01170) (declare (in ) vec4 gl_SecondaryColor@0xaa013a0) (declare (in ) vec4 gl_MultiTexCoord0@0xaa015d0) (declare (in ) vec4 gl_MultiTexCoord1@0xaa01800) (declare (in ) vec4 gl_MultiTexCoord2@0xaa01a30) (declare (in ) vec4 gl_MultiTexCoord3@0xaa01c60) (declare (in ) vec4 gl_MultiTexCoord4@0xb2af630) (declare (in ) vec4 gl_MultiTexCoord5@0xb2af860) (declare (in ) vec4 gl_MultiTexCoord6@0xb2afa90) (declare (in ) vec4 gl_MultiTexCoord7@0xb2afcc0) (declare (in ) float gl_FogCoord@0xb2afef0) (declare (out ) vec4 gl_ClipVertex@0xb2b0120) (declare (out ) vec4 gl_FrontColor@0xb2b0350) (declare (out ) vec4 gl_BackColor@0xb2b0580) (declare (out ) vec4 gl_FrontSecondaryColor@0xb2b07b0) (declare (out ) vec4 gl_BackSecondaryColor@0x95e7b90) (declare (out ) float gl_FogFragCoord@0x95e7dc0) (declare (uniform ) mat4 gl_ModelViewMatrix@0x95e7ff0) (declare (uniform ) mat4 gl_ProjectionMatrix@0x95e8220) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0x95e8450) (declare (uniform ) mat3 gl_NormalMatrix@0x95e8620) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0x95e8850) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0x95e8a20) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0x95e8bf0) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0x95e8dc0) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0x95f1f90) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0x95f2140) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0x95f2310) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0x95f24e0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0x95f2730) (declare (uniform ) float gl_NormalScale@0x95f29a0) (declare (uniform ) gl_LightModelParameters gl_LightModel@0x95f2bd0) (declare () int gl_MaxLights@0x95f2e00) (declare () int gl_MaxClipPlanes@0x95f3110) (declare () int gl_MaxTextureUnits@0xa9a1570) (declare () int gl_MaxTextureCoords@0xa9a1880) (declare () int gl_MaxVertexAttribs@0xa9a1b90) (declare () int gl_MaxVertexUniformComponents@0xa9a1ea0) (declare () int gl_MaxVaryingFloats@0xa9a21d0) (declare () int gl_MaxVertexTextureImageUnits@0xa9a24e0) (declare () int gl_MaxCombinedTextureImageUnits@0xa9a2810) (declare () int gl_MaxTextureImageUnits@0x9d52500) (declare () int gl_MaxFragmentUniformComponents@0x9d52810) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0x9d52b40) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0x9d52d70) (declare (uniform ) (array vec4 6) gl_ClipPlane@0x9d52fa0) (declare (uniform ) gl_PointParameters gl_Point@0x9d531d0) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0x9d53400) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0xa330b00) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0xa330d30) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0xa330f60) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0xa3311b0) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0xa331400) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0xa331630) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0xa331860) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0xa331a90) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0xa331cc0) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0xa339830) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0xa339a60) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0xa339c90) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0xa339ec0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0xa33a0f0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0xa33a320) (declare (uniform ) gl_FogParameters gl_Fog@0xa33a550) (declare (out ) (array vec4 0) gl_TexCoord@0xa33a770) (declare () int gl_MaxDrawBuffers@0xa33a9a0) (function calcDirectionalLight (signature float (parameters (declare (in ) vec3 n@0xa94a1f0) (declare (in ) vec3 l@0xa94a300) ) ( (declare (temporary ) float dot_retval@0xa94ade0) (assign (constant bool (1)) (x) (var_ref dot_retval@0xa94ade0) (call dot ((var_ref n@0xa94a1f0) (var_ref l@0xa94a300) )) ) (declare (temporary ) float max_retval@0xa94b2b0) (assign (constant bool (1)) (x) (var_ref max_retval@0xa94b2b0) (call max ((var_ref dot_retval@0xa94ade0) (constant float (0.000000)) )) ) (return (var_ref max_retval@0xa94b2b0) ) )) ) (function calcDirectionalSpecular (signature float (parameters (declare (in ) vec3 view@0xa94bbd0) (declare (in ) vec3 n@0xa94bce0) (declare (in ) vec3 l@0xa94bdf0) ) ( (declare (temporary ) vec3 reflect_retval@0xa94c710) (assign (constant bool (1)) (xyz) (var_ref reflect_retval@0xa94c710) (call reflect ((var_ref view@0xa94bbd0) (var_ref n@0xa94bce0) )) ) (declare (temporary ) float dot_retval@0xa94cb90) (assign (constant bool (1)) (x) (var_ref dot_retval@0xa94cb90) (call dot ((var_ref reflect_retval@0xa94c710) (var_ref l@0xa94bdf0) )) ) (declare (temporary ) float max_retval@0xa94d060) (assign (constant bool (1)) (x) (var_ref max_retval@0xa94d060) (call max ((var_ref dot_retval@0xa94cb90) (constant float (0.000000)) )) ) (declare (temporary ) float pow_retval@0xa94d530) (assign (constant bool (1)) (x) (var_ref pow_retval@0xa94d530) (call pow ((var_ref max_retval@0xa94d060) (constant float (8.000000)) )) ) (return (var_ref pow_retval@0xa94d530) ) )) ) (function calcDirectionalLightSpecular (signature float (parameters (declare (inout ) vec4 specular@0xa94d8a0) (declare (in ) vec3 view@0xa94d9c0) (declare (in ) vec3 n@0xa3649f0) (declare (in ) vec3 l@0xa364b00) (declare (in ) vec3 lightCol@0xa364c10) (declare (in ) float da@0xa364d30) ) ( (declare (temporary ) float calcDirectionalSpecular_retval@0xa3659c0) (assign (constant bool (1)) (x) (var_ref calcDirectionalSpecular_retval@0xa3659c0) (call calcDirectionalSpecular ((var_ref view@0xa94d9c0) (var_ref n@0xa3649f0) (var_ref l@0xa364b00) )) ) (assign (constant bool (1)) (xyz) (var_ref specular@0xa94d8a0) (swiz xyz (expression vec3 + (swiz xyz (var_ref specular@0xa94d8a0) )(expression vec3 * (expression vec3 * (var_ref calcDirectionalSpecular_retval@0xa3659c0) (var_ref lightCol@0xa364c10) ) (var_ref da@0xa364d30) ) ) )) (declare (temporary ) float dot_retval@0xa366870) (assign (constant bool (1)) (x) (var_ref dot_retval@0xa366870) (call dot ((var_ref n@0xa3649f0) (var_ref l@0xa364b00) )) ) (declare (temporary ) float max_retval@0xa366d40) (assign (constant bool (1)) (x) (var_ref max_retval@0xa366d40) (call max ((var_ref dot_retval@0xa366870) (constant float (0.000000)) )) ) (return (var_ref max_retval@0xa366d40) ) )) ) (function calcPointLightSpecular (signature vec3 (parameters (declare (inout ) vec4 specular@0xa3670b0) (declare (in ) vec3 view@0xa3671d0) (declare (in ) vec3 v@0xa3672e0) (declare (in ) vec3 n@0xa3673f0) (declare (in ) vec3 l@0xa367500) (declare (in ) float r@0xa367610) (declare (in ) float pw@0xa3677f0) (declare (in ) vec3 lightCol@0xa367900) ) ( (declare () float da@0xa369eb0) (declare () vec3 lv@0xa368240) (declare (temporary ) vec3 assignment_tmp@0xa3685a0) (assign (constant bool (1)) (xyz) (var_ref assignment_tmp@0xa3685a0) (expression vec3 + (var_ref l@0xa367500) (expression vec3 neg (var_ref v@0xa3672e0) ) ) ) (assign (constant bool (1)) (xyz) (var_ref lv@0xa368240) (var_ref assignment_tmp@0xa3685a0) ) (declare (temporary ) float length_retval@0xa368ef0) (assign (constant bool (1)) (x) (var_ref length_retval@0xa368ef0) (call length ((var_ref assignment_tmp@0xa3685a0) )) ) (assign (constant bool (1)) (xyz) (var_ref lv@0xa368240) (expression vec3 * (var_ref lv@0xa368240) (expression float rcp (var_ref length_retval@0xa368ef0) ) ) ) (declare (temporary ) float clamp_retval@0xa36a470) (assign (constant bool (1)) (x) (var_ref clamp_retval@0xa36a470) (call clamp ((expression float rcp (expression float * (var_ref r@0xa367610) (var_ref length_retval@0xa368ef0) ) ) (constant float (0.000000)) (constant float (1.000000)) )) ) (assign (constant bool (1)) (x) (var_ref da@0xa369eb0) (var_ref clamp_retval@0xa36a470) ) (declare (temporary ) float calcDirectionalLightSpecular_retval@0xa36b3d0) (assign (constant bool (1)) (x) (var_ref calcDirectionalLightSpecular_retval@0xa36b3d0) (call calcDirectionalLightSpecular ((var_ref specular@0xa3670b0) (var_ref view@0xa3671d0) (var_ref n@0xa3673f0) (var_ref lv@0xa368240) (var_ref lightCol@0xa367900) (var_ref clamp_retval@0xa36a470) )) ) (declare (temporary ) float assignment_tmp@0xa36b7f0) (assign (constant bool (1)) (x) (var_ref assignment_tmp@0xa36b7f0) (expression float * (var_ref da@0xa369eb0) (var_ref calcDirectionalLightSpecular_retval@0xa36b3d0) ) ) (assign (constant bool (1)) (x) (var_ref da@0xa369eb0) (var_ref assignment_tmp@0xa36b7f0) ) (return (expression vec3 * (var_ref assignment_tmp@0xa36b7f0) (var_ref lightCol@0xa367900) ) ) )) ) ) 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: lighting/sumLightsSpecularV.glsl class 1 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class1/lighting/sumLightsSpecularV.glsl (Want class 1) GLSL source for shader 7: /** * @file sumLightsSpecularV.glsl * * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc. * $License$ */ float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 atmosGetDiffuseSunlightColor(); vec3 scaleDownLight(vec3 light); vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol) { vec4 col; col.a = color.a; vec3 view = normalize(pos); /// collect all the specular values from each calcXXXLightSpecular() function vec4 specularSum = vec4(0.0); col.rgb = gl_LightSource[1].diffuse.rgb * calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz, gl_LightSource[1].diffuse.rgb, 1.0); col.rgb = scaleDownLight(col.rgb); col.rgb += atmosAmbient(baseCol.rgb); col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, gl_LightSource[0].position.xyz,atmosGetDiffuseSunlightColor() * baseCol.a, 1.0)); col.rgb = min(col.rgb * color.rgb, 1.0); specularColor.rgb = min(specularColor.rgb * specularSum.rgb, 1.0); col.rgb += specularColor.rgb; return col; } GLSL IR for shader 7: ( (declare (out ) vec4 gl_Position@0xa94b500) (declare (out ) float gl_PointSize@0xa94b690) (declare (in ) vec4 gl_Vertex@0xa3245c0) (declare (in ) vec3 gl_Normal@0xa3247f0) (declare (in ) vec4 gl_Color@0xa324a20) (declare (in ) vec4 gl_SecondaryColor@0xa324c50) (declare (in ) vec4 gl_MultiTexCoord0@0xa324e80) (declare (in ) vec4 gl_MultiTexCoord1@0xa3250b0) (declare (in ) vec4 gl_MultiTexCoord2@0xa3252e0) (declare (in ) vec4 gl_MultiTexCoord3@0xa325510) (declare (in ) vec4 gl_MultiTexCoord4@0xa325740) (declare (in ) vec4 gl_MultiTexCoord5@0x98bafb0) (declare (in ) vec4 gl_MultiTexCoord6@0x98bb1e0) (declare (in ) vec4 gl_MultiTexCoord7@0x98bb410) (declare (in ) float gl_FogCoord@0x98bb640) (declare (out ) vec4 gl_ClipVertex@0x98bb870) (declare (out ) vec4 gl_FrontColor@0x98bbaa0) (declare (out ) vec4 gl_BackColor@0x98bbcd0) (declare (out ) vec4 gl_FrontSecondaryColor@0x98bbf00) (declare (out ) vec4 gl_BackSecondaryColor@0x98bc130) (declare (out ) float gl_FogFragCoord@0x98bc360) (declare (uniform ) mat4 gl_ModelViewMatrix@0x8c008f0) (declare (uniform ) mat4 gl_ProjectionMatrix@0x8c00b20) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0x8c00d50) (declare (uniform ) mat3 gl_NormalMatrix@0x8c00fa0) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0x8c011d0) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0x8c01420) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0x8c01670) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0x8c018c0) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0x8c01b10) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0x8c01d60) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0x8c01ff0) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0x8c02240) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0x8c02490) (declare (uniform ) float gl_NormalScale@0x8c026c0) (declare (uniform ) gl_LightModelParameters gl_LightModel@0x8c028f0) (declare () int gl_MaxLights@0x8c02b20) (declare () int gl_MaxClipPlanes@0x8c02e30) (declare () int gl_MaxTextureUnits@0x8c03140) (declare () int gl_MaxTextureCoords@0x8c03450) (declare () int gl_MaxVertexAttribs@0xa320180) (declare () int gl_MaxVertexUniformComponents@0xa320490) (declare () int gl_MaxVaryingFloats@0xa3207c0) (declare () int gl_MaxVertexTextureImageUnits@0xa320ad0) (declare () int gl_MaxCombinedTextureImageUnits@0xa320e00) (declare () int gl_MaxTextureImageUnits@0xa321130) (declare () int gl_MaxFragmentUniformComponents@0xa321440) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0xa31ea90) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0xa31ecc0) (declare (uniform ) (array vec4 6) gl_ClipPlane@0xa31eef0) (declare (uniform ) gl_PointParameters gl_Point@0xa31f120) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0xa31f350) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0xa31f580) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0xa31f7b0) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0xa31f9e0) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0xa31fc30) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0xa31a390) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0xa31a5c0) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0xa31a7f0) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0xa31aa20) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0xa31ac50) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0xa31ae80) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0xa31b0b0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0xa31b2e0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0xa31b510) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0xa31b740) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0xa322d90) (declare (uniform ) gl_FogParameters gl_Fog@0xa322fc0) (declare (out ) (array vec4 0) gl_TexCoord@0xa323180) (declare () int gl_MaxDrawBuffers@0xa3233b0) (function calcDirectionalLightSpecular (signature float (parameters (declare (inout ) vec4 specular@0x9c00260) (declare (in ) vec3 view@0x9c00380) (declare (in ) vec3 n@0x9c00490) (declare (in ) vec3 l@0x9c005a0) (declare (in ) vec3 lightCol@0x9c006b0) (declare (in ) float da@0x9c007d0) ) ( )) ) (function atmosAmbient (signature vec3 (parameters (declare (in ) vec3 light@0x9c00bf0) ) ( )) ) (function atmosAffectDirectionalLight (signature vec3 (parameters (declare (in ) float lightIntensity@0x9c00ff0) ) ( )) ) (function atmosGetDiffuseSunlightColor (signature vec3 (parameters ) ( )) ) (function scaleDownLight (signature vec3 (parameters (declare (in ) vec3 light@0x8d119d0) ) ( )) ) (function sumLightsSpecular (signature vec4 (parameters (declare (in ) vec3 pos@0x8d11dd0) (declare (in ) vec3 norm@0x8d11ee0) (declare (in ) vec4 color@0x8d11ff0) (declare (inout ) vec4 specularColor@0x8d12100) (declare (in ) vec4 baseCol@0x8d12220) ) ( (declare () vec4 specularSum@0xae1aa90) (declare () vec3 view@0xae19f50) (declare () vec4 col@0x8d12b90) (assign (constant bool (1)) (w) (var_ref col@0x8d12b90) (swiz wwww (var_ref color@0x8d11ff0) )) (declare (temporary ) vec3 normalize_retval@0xae1a290) (assign (constant bool (1)) (xyz) (var_ref normalize_retval@0xae1a290) (call normalize ((var_ref pos@0x8d11dd0) )) ) (assign (constant bool (1)) (xyz) (var_ref view@0xae19f50) (var_ref normalize_retval@0xae1a290) ) (assign (constant bool (1)) (xyzw) (var_ref specularSum@0xae1aa90) (constant vec4 (0.000000 0.000000 0.000000 0.000000)) ) (declare (temporary ) float calcDirectionalLightSpecular_retval@0x9cb00b0) (assign (constant bool (1)) (x) (var_ref calcDirectionalLightSpecular_retval@0x9cb00b0) (call calcDirectionalLightSpecular ((var_ref specularColor@0x8d12100) (var_ref normalize_retval@0xae1a290) (var_ref norm@0x8d11ee0) (swiz xyz (record_ref (array_ref (var_ref gl_LightSource@0xa31f7b0) (constant int (1)) ) position) )(swiz xyz (record_ref (array_ref (var_ref gl_LightSource@0xa31f7b0) (constant int (1)) ) diffuse) )(constant float (1.000000)) )) ) (assign (constant bool (1)) (xyz) (var_ref col@0x8d12b90) (swiz xyz (expression vec3 * (swiz xyz (record_ref (array_ref (var_ref gl_LightSource@0xa31f7b0) (constant int (1)) ) diffuse) )(var_ref calcDirectionalLightSpecular_retval@0x9cb00b0) ) )) (declare (temporary ) vec3 scaleDownLight_retval@0x9cb0c30) (assign (constant bool (1)) (xyz) (var_ref scaleDownLight_retval@0x9cb0c30) (call scaleDownLight ((swiz xyz (var_ref col@0x8d12b90) ))) ) (assign (constant bool (1)) (xyz) (var_ref col@0x8d12b90) (swiz xyz (var_ref scaleDownLight_retval@0x9cb0c30) )) (declare (temporary ) vec3 atmosAmbient_retval@0x89be5b0) (assign (constant bool (1)) (xyz) (var_ref atmosAmbient_retval@0x89be5b0) (call atmosAmbient ((swiz xyz (var_ref baseCol@0x8d12220) ))) ) (assign (constant bool (1)) (xyz) (var_ref col@0x8d12b90) (swiz xyz (expression vec3 + (swiz xyz (var_ref col@0x8d12b90) )(var_ref atmosAmbient_retval@0x89be5b0) ) )) (declare (temporary ) vec3 atmosGetDiffuseSunlightColor_retval@0x89bf670) (assign (constant bool (1)) (xyz) (var_ref atmosGetDiffuseSunlightColor_retval@0x89bf670) (call atmosGetDiffuseSunlightColor ()) ) (declare (temporary ) float calcDirectionalLightSpecular_retval@0x8d1bbd0) (assign (constant bool (1)) (x) (var_ref calcDirectionalLightSpecular_retval@0x8d1bbd0) (call calcDirectionalLightSpecular ((var_ref specularSum@0xae1aa90) (var_ref view@0xae19f50) (var_ref norm@0x8d11ee0) (swiz xyz (record_ref (array_ref (var_ref gl_LightSource@0xa31f7b0) (constant int (0)) ) position) )(expression vec3 * (var_ref atmosGetDiffuseSunlightColor_retval@0x89bf670) (swiz w (var_ref baseCol@0x8d12220) )) (constant float (1.000000)) )) ) (declare (temporary ) vec3 atmosAffectDirectionalLight_retval@0x8d1bfe0) (assign (constant bool (1)) (xyz) (var_ref atmosAffectDirectionalLight_retval@0x8d1bfe0) (call atmosAffectDirectionalLight ((var_ref calcDirectionalLightSpecular_retval@0x8d1bbd0) )) ) (assign (constant bool (1)) (xyz) (var_ref col@0x8d12b90) (swiz xyz (expression vec3 + (swiz xyz (var_ref col@0x8d12b90) )(var_ref atmosAffectDirectionalLight_retval@0x8d1bfe0) ) )) (declare (temporary ) vec3 min_retval@0x8d1cf20) (assign (constant bool (1)) (xyz) (var_ref min_retval@0x8d1cf20) (call min ((expression vec3 * (swiz xyz (var_ref col@0x8d12b90) )(swiz xyz (var_ref color@0x8d11ff0) )) (constant float (1.000000)) )) ) (assign (constant bool (1)) (xyz) (var_ref col@0x8d12b90) (swiz xyz (var_ref min_retval@0x8d1cf20) )) (declare (temporary ) vec3 min_retval@0x8d059c0) (assign (constant bool (1)) (xyz) (var_ref min_retval@0x8d059c0) (call min ((expression vec3 * (swiz xyz (var_ref specularColor@0x8d12100) )(swiz xyz (var_ref specularSum@0xae1aa90) )) (constant float (1.000000)) )) ) (assign (constant bool (1)) (xyz) (var_ref specularColor@0x8d12100) (swiz xyz (var_ref min_retval@0x8d059c0) )) (assign (constant bool (1)) (xyz) (var_ref col@0x8d12b90) (swiz xyz (expression vec3 + (swiz xyz (var_ref col@0x8d12b90) )(swiz xyz (var_ref specularColor@0x8d12100) )) )) (return (var_ref col@0x8d12b90) ) )) ) ) 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: lighting/lightSpecularV.glsl class 2 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class2/lighting/lightSpecularV.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class2/lighting/lightSpecularV.glsl (Want class 2) GLSL source for shader 8: /** * @file lightSpecularV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ // All lights, no specular highlights vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol); vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol) { return sumLightsSpecular(pos, norm, color, specularColor, baseCol); } GLSL IR for shader 8: ( (declare (out ) vec4 gl_Position@0xae1ae00) (declare (out ) float gl_PointSize@0x8d51ef0) (declare (in ) vec4 gl_Vertex@0x8d52120) (declare (in ) vec3 gl_Normal@0x8d52350) (declare (in ) vec4 gl_Color@0x8d52580) (declare (in ) vec4 gl_SecondaryColor@0x8d527b0) (declare (in ) vec4 gl_MultiTexCoord0@0x8d529e0) (declare (in ) vec4 gl_MultiTexCoord1@0xa991ce0) (declare (in ) vec4 gl_MultiTexCoord2@0xa991f10) (declare (in ) vec4 gl_MultiTexCoord3@0xa992140) (declare (in ) vec4 gl_MultiTexCoord4@0xa992370) (declare (in ) vec4 gl_MultiTexCoord5@0xa9925a0) (declare (in ) vec4 gl_MultiTexCoord6@0xa9927d0) (declare (in ) vec4 gl_MultiTexCoord7@0xa992a00) (declare (in ) float gl_FogCoord@0xa992c30) (declare (out ) vec4 gl_ClipVertex@0xa36c020) (declare (out ) vec4 gl_FrontColor@0xa36c230) (declare (out ) vec4 gl_BackColor@0xa36c460) (declare (out ) vec4 gl_FrontSecondaryColor@0xa36c690) (declare (out ) vec4 gl_BackSecondaryColor@0xa36c8c0) (declare (out ) float gl_FogFragCoord@0xa36caf0) (declare (uniform ) mat4 gl_ModelViewMatrix@0xa36cd20) (declare (uniform ) mat4 gl_ProjectionMatrix@0xa36cf50) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0xa36d180) (declare (uniform ) mat3 gl_NormalMatrix@0xb555f50) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0xb556180) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0xb556350) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0xb556520) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0xb5566f0) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0xb5568c0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0xb556b10) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0xb556d60) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0xb556fb0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0x9c601c0) (declare (uniform ) float gl_NormalScale@0x9c603c0) (declare (uniform ) gl_LightModelParameters gl_LightModel@0x9c605f0) (declare () int gl_MaxLights@0x9c60820) (declare () int gl_MaxClipPlanes@0x9c60b30) (declare () int gl_MaxTextureUnits@0x9c60e40) (declare () int gl_MaxTextureCoords@0x9c61150) (declare () int gl_MaxVertexAttribs@0x9c61460) (declare () int gl_MaxVertexUniformComponents@0x82aa4b0) (declare () int gl_MaxVaryingFloats@0x82aa7e0) (declare () int gl_MaxVertexTextureImageUnits@0x82aaaf0) (declare () int gl_MaxCombinedTextureImageUnits@0x82aae20) (declare () int gl_MaxTextureImageUnits@0x82ab150) (declare () int gl_MaxFragmentUniformComponents@0x82ab460) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0xa9f7c90) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0xa9f7ec0) (declare (uniform ) (array vec4 6) gl_ClipPlane@0xa9f80f0) (declare (uniform ) gl_PointParameters gl_Point@0xa9f8320) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0xa9f8550) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0xa9f8780) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0xa9f89b0) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0xa9f8be0) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0xa9f8e30) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0x94f0270) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0x94f04a0) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0x94f06d0) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0x94f0900) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0x94f0b30) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0x94f0d60) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0x94f0f90) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0x94f11c0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0x94f13f0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0x94f1620) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0x94f1850) (declare (uniform ) gl_FogParameters gl_Fog@0x94f1a80) (declare (out ) (array vec4 0) gl_TexCoord@0xa47a4d0) (declare () int gl_MaxDrawBuffers@0xa47a700) (function sumLightsSpecular (signature vec4 (parameters (declare (in ) vec3 pos@0x98ca7a0) (declare (in ) vec3 norm@0x98ca8b0) (declare (in ) vec4 color@0x98ca9c0) (declare (inout ) vec4 specularColor@0x98caad0) (declare (in ) vec4 baseCol@0x98cabf0) ) ( )) ) (function calcLightingSpecular (signature vec4 (parameters (declare (in ) vec3 pos@0x98caff0) (declare (in ) vec3 norm@0x98cb100) (declare (in ) vec4 color@0x98cb210) (declare (inout ) vec4 specularColor@0x98cb320) (declare (in ) vec4 baseCol@0x98cb440) ) ( (declare (temporary ) vec4 sumLightsSpecular_retval@0x98cc1a0) (assign (constant bool (1)) (xyzw) (var_ref sumLightsSpecular_retval@0x98cc1a0) (call sumLightsSpecular ((var_ref pos@0x98caff0) (var_ref norm@0x98cb100) (var_ref color@0x98cb210) (var_ref specularColor@0x98cb320) (var_ref baseCol@0x98cb440) )) ) (return (var_ref sumLightsSpecular_retval@0x98cc1a0) ) )) ) ) 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: windlight/atmosphericsV.glsl class 1 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class1/windlight/atmosphericsV.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class1/windlight/atmosphericsV.glsl (Want class 1) GLSL source for shader 9: /** * @file atmosphericsV.glsl * * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc. * $License$ */ void setPositionEye(vec3 v); void calcAtmospherics(vec3 inPositionEye) { /* stub function for fallback compatibility on class1 hardware */ setPositionEye(inPositionEye); } GLSL IR for shader 9: ( (declare (out ) vec4 gl_Position@0xa4cd740) (declare (out ) float gl_PointSize@0xa4cd950) (declare (in ) vec4 gl_Vertex@0xa4cdb80) (declare (in ) vec3 gl_Normal@0x8dc1750) (declare (in ) vec4 gl_Color@0x8dc1980) (declare (in ) vec4 gl_SecondaryColor@0x8dc1bb0) (declare (in ) vec4 gl_MultiTexCoord0@0x8dc1de0) (declare (in ) vec4 gl_MultiTexCoord1@0x8dc2010) (declare (in ) vec4 gl_MultiTexCoord2@0x8dc2240) (declare (in ) vec4 gl_MultiTexCoord3@0x8dc2470) (declare (in ) vec4 gl_MultiTexCoord4@0x8dc26a0) (declare (in ) vec4 gl_MultiTexCoord5@0x8dc28d0) (declare (in ) vec4 gl_MultiTexCoord6@0x8dc2b00) (declare (in ) vec4 gl_MultiTexCoord7@0x8dc2d30) (declare (in ) float gl_FogCoord@0x8dc2f60) (declare (out ) vec4 gl_ClipVertex@0x8dc3190) (declare (out ) vec4 gl_FrontColor@0x8dc33c0) (declare (out ) vec4 gl_BackColor@0x8dc35f0) (declare (out ) vec4 gl_FrontSecondaryColor@0x8dc3820) (declare (out ) vec4 gl_BackSecondaryColor@0x8dc3a50) (declare (out ) float gl_FogFragCoord@0xa395330) (declare (uniform ) mat4 gl_ModelViewMatrix@0xa395560) (declare (uniform ) mat4 gl_ProjectionMatrix@0xa395790) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0xa3959c0) (declare (uniform ) mat3 gl_NormalMatrix@0xa395b90) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0xa395dc0) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0xa395f90) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0xa396160) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0xa396330) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0xa396500) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0xa3966d0) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0xa3968a0) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0xa396a70) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0xa396c40) (declare (uniform ) float gl_NormalScale@0xa396e70) (declare (uniform ) gl_LightModelParameters gl_LightModel@0xa3970a0) (declare () int gl_MaxLights@0xa3972d0) (declare () int gl_MaxClipPlanes@0xa3975e0) (declare () int gl_MaxTextureUnits@0xb2380d0) (declare () int gl_MaxTextureCoords@0xb2383e0) (declare () int gl_MaxVertexAttribs@0xb2386f0) (declare () int gl_MaxVertexUniformComponents@0xb238a00) (declare () int gl_MaxVaryingFloats@0xb238cb0) (declare () int gl_MaxVertexTextureImageUnits@0xb238fc0) (declare () int gl_MaxCombinedTextureImageUnits@0xb2392f0) (declare () int gl_MaxTextureImageUnits@0xb239620) (declare () int gl_MaxFragmentUniformComponents@0xb239930) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0xb239c60) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0xb239e90) (declare (uniform ) (array vec4 6) gl_ClipPlane@0xb23a0c0) (declare (uniform ) gl_PointParameters gl_Point@0x94e8ec0) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0x94e90f0) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0x94e9320) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0x94e9550) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0x94e9780) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0x94e99d0) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0x94e9c20) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0x94e9e50) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0x94ea080) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0x94ea2b0) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0x94ea4e0) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0x94ea710) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0x94ea940) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0x94eab70) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0x94eada0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0x94eafd0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0x94eb200) (declare (uniform ) gl_FogParameters gl_Fog@0xa334cc0) (declare (out ) (array vec4 0) gl_TexCoord@0xa334ea0) (declare () int gl_MaxDrawBuffers@0xa3350b0) (function setPositionEye (signature void (parameters (declare (in ) vec3 v@0x9b36540) ) ( )) ) (function calcAtmospherics (signature void (parameters (declare (in ) vec3 inPositionEye@0x9b36940) ) ( (call setPositionEye ((var_ref inPositionEye@0x9b36940) )) )) ) ) 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: avatar/avatarSkinV.glsl class 1 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class1/avatar/avatarSkinV.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class1/avatar/avatarSkinV.glsl (Want class 1) GLSL source for shader 10: /** * @file avatarSkinV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ attribute vec4 weight; //1 uniform vec4 matrixPalette[45]; mat4 getSkinnedTransform() { mat4 ret; int i = int(floor(weight.x)); float x = fract(weight.x); ret[0] = mix(matrixPalette[i+0], matrixPalette[i+1], x); ret[1] = mix(matrixPalette[i+15],matrixPalette[i+16], x); ret[2] = mix(matrixPalette[i+30],matrixPalette[i+31], x); ret[3] = vec4(0,0,0,1); return ret; } GLSL IR for shader 10: ( (declare (uniform ) (array vec4 45) matrixPalette@0xa971930) (declare (in ) vec4 weight@0xa9714a0) (declare (out ) vec4 gl_Position@0xa4cd4b0) (declare (out ) float gl_PointSize@0x94cac70) (declare (in ) vec4 gl_Vertex@0x94caea0) (declare (in ) vec3 gl_Normal@0x94cb0d0) (declare (in ) vec4 gl_Color@0x94cb300) (declare (in ) vec4 gl_SecondaryColor@0x94cb530) (declare (in ) vec4 gl_MultiTexCoord0@0x94cb760) (declare (in ) vec4 gl_MultiTexCoord1@0x94cb990) (declare (in ) vec4 gl_MultiTexCoord2@0x94cbbc0) (declare (in ) vec4 gl_MultiTexCoord3@0x94cbdf0) (declare (in ) vec4 gl_MultiTexCoord4@0x94cc020) (declare (in ) vec4 gl_MultiTexCoord5@0x94cc250) (declare (in ) vec4 gl_MultiTexCoord6@0x94cc480) (declare (in ) vec4 gl_MultiTexCoord7@0x94cc6b0) (declare (in ) float gl_FogCoord@0x94cc8e0) (declare (out ) vec4 gl_ClipVertex@0x94ccb10) (declare (out ) vec4 gl_FrontColor@0x94ccd40) (declare (out ) vec4 gl_BackColor@0x94ccf70) (declare (out ) vec4 gl_FrontSecondaryColor@0x94cd1a0) (declare (out ) vec4 gl_BackSecondaryColor@0x94cd3d0) (declare (out ) float gl_FogFragCoord@0x94cd600) (declare (uniform ) mat4 gl_ModelViewMatrix@0x94cd830) (declare (uniform ) mat4 gl_ProjectionMatrix@0x8e5c100) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0x8e5c310) (declare (uniform ) mat3 gl_NormalMatrix@0x8e5c4e0) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0x8e5c710) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0x8e5c8e0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0x8e5cab0) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0x8e5cc80) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0x8e5ce50) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0x8e5d020) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0x8e5d1f0) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0x8e5d3c0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0x8e5d590) (declare (uniform ) float gl_NormalScale@0x8e5d800) (declare (uniform ) gl_LightModelParameters gl_LightModel@0x8e5da30) (declare () int gl_MaxLights@0x8e5dc60) (declare () int gl_MaxClipPlanes@0x8e5df70) (declare () int gl_MaxTextureUnits@0x8e5e280) (declare () int gl_MaxTextureCoords@0x8e5e590) (declare () int gl_MaxVertexAttribs@0x8e5e8a0) (declare () int gl_MaxVertexUniformComponents@0x8e5ebb0) (declare () int gl_MaxVaryingFloats@0x8e5ee60) (declare () int gl_MaxVertexTextureImageUnits@0x8e5f170) (declare () int gl_MaxCombinedTextureImageUnits@0x8e5f4a0) (declare () int gl_MaxTextureImageUnits@0x61ac360) (declare () int gl_MaxFragmentUniformComponents@0x61ac670) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0x61ac9a0) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0x61acbd0) (declare (uniform ) (array vec4 6) gl_ClipPlane@0x61ace00) (declare (uniform ) gl_PointParameters gl_Point@0x61ad030) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0x61ad260) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0x61ad490) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0x61ad6c0) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0x61ad8f0) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0x61adb40) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0x61add90) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0x61adfc0) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0x61ae1f0) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0x61ae420) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0x61ae650) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0x61ae880) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0x61aeab0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0x61aece0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0x61aef10) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0x61af140) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0x61af370) (declare (uniform ) gl_FogParameters gl_Fog@0x61af5a0) (declare (out ) (array vec4 0) gl_TexCoord@0xa358160) (declare () int gl_MaxDrawBuffers@0xa358390) (function getSkinnedTransform (signature mat4 (parameters ) ( (declare () float x@0xb66a070) (declare () int i@0xb669490) (declare () mat4 ret@0xb669270) (declare (temporary ) float floor_retval@0xb6697d0) (assign (constant bool (1)) (x) (var_ref floor_retval@0xb6697d0) (call floor ((swiz x (var_ref weight@0xa9714a0) ))) ) (assign (constant bool (1)) (x) (var_ref i@0xb669490) (expression int f2i (var_ref floor_retval@0xb6697d0) ) ) (declare (temporary ) float fract_retval@0xb66a440) (assign (constant bool (1)) (x) (var_ref fract_retval@0xb66a440) (call fract ((swiz x (var_ref weight@0xa9714a0) ))) ) (assign (constant bool (1)) (x) (var_ref x@0xb66a070) (var_ref fract_retval@0xb66a440) ) (declare (temporary ) vec4 mix_retval@0xb66b640) (assign (constant bool (1)) (xyzw) (var_ref mix_retval@0xb66b640) (call mix ((array_ref (var_ref matrixPalette@0xa971930) (var_ref i@0xb669490) ) (array_ref (var_ref matrixPalette@0xa971930) (expression int + (var_ref i@0xb669490) (constant int (1)) ) ) (var_ref fract_retval@0xb66a440) )) ) (assign (constant bool (1)) (xyzw) (array_ref (var_ref ret@0xb669270) (constant int (0)) ) (var_ref mix_retval@0xb66b640) ) (declare (temporary ) vec4 mix_retval@0xb66c730) (assign (constant bool (1)) (xyzw) (var_ref mix_retval@0xb66c730) (call mix ((array_ref (var_ref matrixPalette@0xa971930) (expression int + (var_ref i@0xb669490) (constant int (15)) ) ) (array_ref (var_ref matrixPalette@0xa971930) (expression int + (var_ref i@0xb669490) (constant int (16)) ) ) (var_ref x@0xb66a070) )) ) (assign (constant bool (1)) (xyzw) (array_ref (var_ref ret@0xb669270) (constant int (1)) ) (var_ref mix_retval@0xb66c730) ) (declare (temporary ) vec4 mix_retval@0x8b63d70) (assign (constant bool (1)) (xyzw) (var_ref mix_retval@0x8b63d70) (call mix ((array_ref (var_ref matrixPalette@0xa971930) (expression int + (var_ref i@0xb669490) (constant int (30)) ) ) (array_ref (var_ref matrixPalette@0xa971930) (expression int + (var_ref i@0xb669490) (constant int (31)) ) ) (var_ref x@0xb66a070) )) ) (assign (constant bool (1)) (xyzw) (array_ref (var_ref ret@0xb669270) (constant int (2)) ) (var_ref mix_retval@0x8b63d70) ) (assign (constant bool (1)) (xyzw) (array_ref (var_ref ret@0xb669270) (constant int (3)) ) (constant vec4 (0.000000 0.000000 0.000000 1.000000)) ) (return (var_ref ret@0xb669270) ) )) ) ) 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: windlight/atmosphericsVarsF.glsl class 1 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class1/windlight/atmosphericsVarsF.glsl (Want class 1) GLSL source for shader 11: /** * @file atmosphericVarsF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ varying vec3 vary_PositionEye; vec3 getPositionEye() { return vary_PositionEye; } GLSL IR for shader 11: ( (declare (in ) vec3 vary_PositionEye@0xad52b70) (declare (in ) vec4 gl_FragCoord@0x8d4a410) (declare (in ) bool gl_FrontFacing@0x8e59600) (declare (out ) vec4 gl_FragColor@0x8e59830) (declare (out ) float gl_FragDepth@0x8e59a60) (declare (in ) vec4 gl_Color@0x8d4b760) (declare (in ) vec4 gl_SecondaryColor@0x8d4b990) (declare (in ) float gl_FogFragCoord@0x8d4bbc0) (declare (uniform ) mat4 gl_ModelViewMatrix@0x8d4bdf0) (declare (uniform ) mat4 gl_ProjectionMatrix@0x8d4c020) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0x8d4c250) (declare (uniform ) mat3 gl_NormalMatrix@0x8d4c420) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0x8d4c650) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0x8d4c820) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0x8d4c9f0) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0x9673b10) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0x9673ce0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0x9673eb0) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0x9674080) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0x96742d0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0x9674520) (declare (uniform ) float gl_NormalScale@0x9674790) (declare (uniform ) gl_LightModelParameters gl_LightModel@0x96749c0) (declare () int gl_MaxLights@0x9674bf0) (declare () int gl_MaxClipPlanes@0x9674f00) (declare () int gl_MaxTextureUnits@0x8e48e30) (declare () int gl_MaxTextureCoords@0x8e49140) (declare () int gl_MaxVertexAttribs@0x8e49450) (declare () int gl_MaxVertexUniformComponents@0x8e49760) (declare () int gl_MaxVaryingFloats@0x8e49a90) (declare () int gl_MaxVertexTextureImageUnits@0x8e49da0) (declare () int gl_MaxCombinedTextureImageUnits@0x8e4a0d0) (declare () int gl_MaxTextureImageUnits@0x8b65940) (declare () int gl_MaxFragmentUniformComponents@0x8b65c50) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0x8b65f80) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0x8b661b0) (declare (uniform ) (array vec4 6) gl_ClipPlane@0x8b663e0) (declare (uniform ) gl_PointParameters gl_Point@0x8b66610) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0x8b66840) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0x8b66a70) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0x8b66ca0) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0x8e59e40) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0x8e5a020) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0x8e5a270) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0x8e5a4a0) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0x8e5a6d0) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0x8e5a900) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0x8e5ab30) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0x8e5ad60) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0x8e5af90) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0x8e5b1c0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0x8e5b3f0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0x8e5b620) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0x8e5b850) (declare (uniform ) gl_FogParameters gl_Fog@0x8e5ba80) (declare (in ) (array vec4 0) gl_TexCoord@0x8e5bc40) (declare () int gl_MaxDrawBuffers@0x8e5be70) (declare (out ) (array vec4 8) gl_FragData@0x9671350) (function getPositionEye (signature vec3 (parameters ) ( (return (var_ref vary_PositionEye@0xad52b70) ) )) ) ) 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: windlight/gammaF.glsl class 1 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class1/windlight/gammaF.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class1/windlight/gammaF.glsl (Want class 1) GLSL source for shader 12: /** * @file gammaF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform vec4 gamma; /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light) { // For compatibility with lower cards. Do nothing. return light; } vec3 fullbrightScaleSoftClip(vec3 light) { return scaleSoftClip(light); } GLSL IR for shader 12: ( (declare (uniform ) vec4 gamma@0xaa146c0) (declare (in ) vec4 gl_FragCoord@0xad52270) (declare (in ) bool gl_FrontFacing@0x951b800) (declare (out ) vec4 gl_FragColor@0x84d5bb0) (declare (out ) float gl_FragDepth@0x84d5fe0) (declare (in ) vec4 gl_Color@0x84d6260) (declare (in ) vec4 gl_SecondaryColor@0x84d64b0) (declare (in ) float gl_FogFragCoord@0x84d6700) (declare (uniform ) mat4 gl_ModelViewMatrix@0x84d6b30) (declare (uniform ) mat4 gl_ProjectionMatrix@0x84d6db0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0x84d7000) (declare (uniform ) mat3 gl_NormalMatrix@0x84d7250) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0x84d7680) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0x84d7900) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0x84d7b50) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0x84d7da0) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0x84d81d0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0x84d8450) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0x84d86a0) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0x84d88f0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0x84d8d20) (declare (uniform ) float gl_NormalScale@0x9400070) (declare (uniform ) gl_LightModelParameters gl_LightModel@0x94001f0) (declare () int gl_MaxLights@0x9400440) (declare () int gl_MaxClipPlanes@0x9400810) (declare () int gl_MaxTextureUnits@0x9401750) (declare () int gl_MaxTextureCoords@0x9401b80) (declare () int gl_MaxVertexAttribs@0x9401f50) (declare () int gl_MaxVertexUniformComponents@0x9402320) (declare () int gl_MaxVaryingFloats@0x94028a0) (declare () int gl_MaxVertexTextureImageUnits@0x9402d70) (declare () int gl_MaxCombinedTextureImageUnits@0x94033f0) (declare () int gl_MaxTextureImageUnits@0x94038c0) (declare () int gl_MaxFragmentUniformComponents@0x9403f40) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0x9404410) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0x9404660) (declare (uniform ) (array vec4 6) gl_ClipPlane@0x9404a90) (declare (uniform ) gl_PointParameters gl_Point@0x9404d10) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0x9404f60) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0x94051b0) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0x94055e0) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0x9405860) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0x9405ab0) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0x9405d00) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0x9406140) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0x94063c0) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0x9406610) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0x9406860) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0x9406c90) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0x9406f10) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0xafe7330) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0xafe7580) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0xafe7980) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0xafe7c00) (declare (uniform ) gl_FogParameters gl_Fog@0xafe7e50) (declare (in ) (array vec4 0) gl_TexCoord@0xafe80a0) (declare () int gl_MaxDrawBuffers@0xafe84d0) (declare (out ) (array vec4 8) gl_FragData@0xafe89a0) (function scaleSoftClip (signature vec3 (parameters (declare (in ) vec3 light@0xaa153c0) ) ( (return (var_ref light@0xaa153c0) ) )) ) (function fullbrightScaleSoftClip (signature vec3 (parameters (declare (in ) vec3 light@0xaa0d2f0) ) ( (declare (temporary ) vec3 scaleSoftClip_retval@0xaa0f6e0) (assign (constant bool (1)) (xyz) (var_ref scaleSoftClip_retval@0xaa0f6e0) (call scaleSoftClip ((var_ref light@0xaa0d2f0) )) ) (return (var_ref scaleSoftClip_retval@0xaa0f6e0) ) )) ) ) 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: windlight/atmosphericsF.glsl class 1 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class1/windlight/atmosphericsF.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class1/windlight/atmosphericsF.glsl (Want class 1) GLSL source for shader 13: /** * @file atmosphericsF.glsl * * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc. * $License$ */ vec3 atmosLighting(vec3 light) { /* stub function for fallback compatibility on class1 hardware */ return light; } GLSL IR for shader 13: ( (declare (in ) vec4 gl_FragCoord@0xad653d0) (declare (in ) bool gl_FrontFacing@0x8adac90) (declare (out ) vec4 gl_FragColor@0x84d45a0) (declare (out ) float gl_FragDepth@0x84d4350) (declare (in ) vec4 gl_Color@0xad6ecc0) (declare (in ) vec4 gl_SecondaryColor@0xad6ee40) (declare (in ) float gl_FogFragCoord@0xad5e750) (declare (uniform ) mat4 gl_ModelViewMatrix@0x84d5050) (declare (uniform ) mat4 gl_ProjectionMatrix@0x84d4e00) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0x84d4960) (declare (uniform ) mat3 gl_NormalMatrix@0x84d5960) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0x84d5450) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0x8cfd1a0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0xae38230) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0xae38b40) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0xae39450) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0xae39d60) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0xae3a8d0) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0xae3b1e0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0xae3baf0) (declare (uniform ) float gl_NormalScale@0xabd1dc0) (declare (uniform ) gl_LightModelParameters gl_LightModel@0xabd2930) (declare () int gl_MaxLights@0xabd3240) (declare () int gl_MaxClipPlanes@0xabd3c30) (declare () int gl_MaxTextureUnits@0xabd4540) (declare () int gl_MaxTextureCoords@0xabd50b0) (declare () int gl_MaxVertexAttribs@0xabd59c0) (declare () int gl_MaxVertexUniformComponents@0x94410b0) (declare () int gl_MaxVaryingFloats@0x94419c0) (declare () int gl_MaxVertexTextureImageUnits@0x9442530) (declare () int gl_MaxCombinedTextureImageUnits@0x9442e40) (declare () int gl_MaxTextureImageUnits@0x9443750) (declare () int gl_MaxFragmentUniformComponents@0x9444060) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0x9d7bf80) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0x9d7c7b0) (declare (uniform ) (array vec4 6) gl_ClipPlane@0x9d7d0c0) (declare (uniform ) gl_PointParameters gl_Point@0x9d7d9d0) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0x9d7e540) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0x9d7ee50) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0x9d7f760) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0x8dc4bb0) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0x8dc5720) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0x8dc86d0) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0x7df30d0) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0x7df39e0) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0x7df4550) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0x7df4e60) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0x7df5770) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0x7df6080) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0x82ac030) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0x82ac940) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0x82ad250) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0x82ae260) (declare (uniform ) gl_FogParameters gl_Fog@0x82af010) (declare (in ) (array vec4 0) gl_TexCoord@0x9047150) (declare () int gl_MaxDrawBuffers@0x8cfc3f0) (declare (out ) (array vec4 8) gl_FragData@0xb85fef0) (function atmosLighting (signature vec3 (parameters (declare (in ) vec3 light@0x927f320) ) ( (return (var_ref light@0x927f320) ) )) ) ) 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: windlight/transportF.glsl class 1 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class1/windlight/transportF.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class1/windlight/transportF.glsl (Want class 1) GLSL source for shader 14: /** * @file transportF.glsl * * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc. * $License$ */ vec3 atmosTransport(vec3 light) { /* stub function for fallback compatibility on class1 hardware */ return light; } vec3 fullbrightAtmosTransport(vec3 light) { /* stub function for fallback compatibility on class1 hardware */ return light; } vec3 fullbrightShinyAtmosTransport(vec3 light) { /* stub function for fallback compatibility on class1 hardware */ return light; } GLSL IR for shader 14: ( (declare (in ) vec4 gl_FragCoord@0xb852590) (declare (in ) bool gl_FrontFacing@0x9282970) (declare (out ) vec4 gl_FragColor@0x9282ba0) (declare (out ) float gl_FragDepth@0x9282dd0) (declare (in ) vec4 gl_Color@0x9283180) (declare (in ) vec4 gl_SecondaryColor@0x92833b0) (declare (in ) float gl_FogFragCoord@0x92835e0) (declare (uniform ) mat4 gl_ModelViewMatrix@0x9283810) (declare (uniform ) mat4 gl_ProjectionMatrix@0x9283a40) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0x9283c70) (declare (uniform ) mat3 gl_NormalMatrix@0x9283e40) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0x9286700) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0x92868d0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0x9286aa0) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0x9286c70) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0x9286e40) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0x9287010) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0x92871e0) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0x92873b0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0x9288730) (declare (uniform ) float gl_NormalScale@0x9288960) (declare (uniform ) gl_LightModelParameters gl_LightModel@0x9288b90) (declare () int gl_MaxLights@0x9288dc0) (declare () int gl_MaxClipPlanes@0x92890d0) (declare () int gl_MaxTextureUnits@0x92893e0) (declare () int gl_MaxTextureCoords@0xb81bb20) (declare () int gl_MaxVertexAttribs@0xb81be30) (declare () int gl_MaxVertexUniformComponents@0xb81c140) (declare () int gl_MaxVaryingFloats@0xb81c470) (declare () int gl_MaxVertexTextureImageUnits@0xb81c940) (declare () int gl_MaxCombinedTextureImageUnits@0xb81cc70) (declare () int gl_MaxTextureImageUnits@0xb81cfa0) (declare () int gl_MaxFragmentUniformComponents@0xb81d2b0) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0xb81d5e0) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0xb81d950) (declare (uniform ) (array vec4 6) gl_ClipPlane@0xb81db60) (declare (uniform ) gl_PointParameters gl_Point@0xb81dd90) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0xb81dfc0) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0xb81e1f0) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0xb81e420) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0xb81e650) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0x9a35990) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0x9a35be0) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0x9a35e10) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0x9a36040) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0x9a36270) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0x9a364a0) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0x9a366d0) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0x9280040) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0x9280250) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0x9280480) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0x92806b0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0x92808e0) (declare (uniform ) gl_FogParameters gl_Fog@0x9280b10) (declare (in ) (array vec4 0) gl_TexCoord@0x9280d30) (declare () int gl_MaxDrawBuffers@0x8734110) (declare (out ) (array vec4 8) gl_FragData@0x8734420) (function atmosTransport (signature vec3 (parameters (declare (in ) vec3 light@0x9a3a750) ) ( (return (var_ref light@0x9a3a750) ) )) ) (function fullbrightAtmosTransport (signature vec3 (parameters (declare (in ) vec3 light@0x9a3ada0) ) ( (return (var_ref light@0x9a3ada0) ) )) ) (function fullbrightShinyAtmosTransport (signature vec3 (parameters (declare (in ) vec3 light@0x9a5e620) ) ( (return (var_ref light@0x9a5e620) ) )) ) ) 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: environment/waterFogF.glsl class 2 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class2/environment/waterFogF.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class2/environment/waterFogF.glsl (Want class 2) GLSL source for shader 15: /** * @file waterFogF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform vec4 lightnorm; uniform vec4 waterPlane; uniform vec4 waterFogColor; uniform float waterFogDensity; uniform float waterFogKS; vec3 getPositionEye(); vec4 applyWaterFog(vec4 color) { //normalize view vector vec3 view = normalize(getPositionEye()); float es = -(dot(view, waterPlane.xyz)); //find intersection point with water plane and eye vector //get eye depth float e0 = max(-waterPlane.w, 0.0); vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); //get object depth float depth = length(getPositionEye() - int_v); //get "thickness" of water float l = max(depth, 0.1); float kd = waterFogDensity; float ks = waterFogKS; vec4 kc = waterFogColor; float F = 0.98; float t1 = -kd * pow(F, ks * e0); float t2 = kd + ks * es; float t3 = pow(F, t2*l) - 1.0; float L = min(t1/t2*t3, 1.0); float D = pow(0.98, l*kd); color.rgb = color.rgb * D + kc.rgb * L; color.a = kc.a + color.a; return color; } GLSL IR for shader 15: ( (declare (uniform ) float waterFogKS@0x9786810) (declare (uniform ) float waterFogDensity@0x97865e0) (declare (uniform ) vec4 waterFogColor@0x97863b0) (declare (uniform ) vec4 waterPlane@0x9786180) (declare (uniform ) vec4 lightnorm@0x9785f50) (declare (in ) vec4 gl_FragCoord@0x92821b0) (declare (in ) bool gl_FrontFacing@0x9a5f8c0) (declare (out ) vec4 gl_FragColor@0x9a5fa90) (declare (out ) float gl_FragDepth@0x9baeaa0) (declare (in ) vec4 gl_Color@0x9baecd0) (declare (in ) vec4 gl_SecondaryColor@0x9baef00) (declare (in ) float gl_FogFragCoord@0x9baf130) (declare (uniform ) mat4 gl_ModelViewMatrix@0x9a561e0) (declare (uniform ) mat4 gl_ProjectionMatrix@0x9a563f0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0x9a56620) (declare (uniform ) mat3 gl_NormalMatrix@0x9a567f0) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0x9a56a20) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0x9a56bf0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0x9a56dc0) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0x9a56f90) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0x9a57160) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0x9a57330) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0x9a57500) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0x9a576d0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0x9a57a00) (declare (uniform ) float gl_NormalScale@0x9a57c30) (declare (uniform ) gl_LightModelParameters gl_LightModel@0x9a57e60) (declare () int gl_MaxLights@0x9a58090) (declare () int gl_MaxClipPlanes@0x9a583a0) (declare () int gl_MaxTextureUnits@0x9a586b0) (declare () int gl_MaxTextureCoords@0x9a589c0) (declare () int gl_MaxVertexAttribs@0x9a58cd0) (declare () int gl_MaxVertexUniformComponents@0x9a59120) (declare () int gl_MaxVaryingFloats@0x9a593b0) (declare () int gl_MaxVertexTextureImageUnits@0x9a596c0) (declare () int gl_MaxCombinedTextureImageUnits@0x9a599f0) (declare () int gl_MaxTextureImageUnits@0x9a59d20) (declare () int gl_MaxFragmentUniformComponents@0x9a5a030) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0x9a5a360) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0x9a4f8b0) (declare (uniform ) (array vec4 6) gl_ClipPlane@0x9a4fab0) (declare (uniform ) gl_PointParameters gl_Point@0x9a4fce0) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0x9a4ff10) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0x9a50140) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0x9a50370) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0x9a505a0) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0x9a507f0) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0x9a50a40) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0x9a50c70) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0x9a429e0) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0x9a42bf0) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0x9a42e20) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0x9a43050) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0x9a43280) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0x9a434b0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0x9a436e0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0x9a43910) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0x9a43b40) (declare (uniform ) gl_FogParameters gl_Fog@0x9a43d70) (declare (in ) (array vec4 0) gl_TexCoord@0x9a440b0) (declare () int gl_MaxDrawBuffers@0x9a442e0) (declare (out ) (array vec4 8) gl_FragData@0x9a445f0) (function getPositionEye (signature vec3 (parameters ) ( )) ) (function applyWaterFog (signature vec4 (parameters (declare (in ) vec4 color@0xaf90370) ) ( (declare () float L@0xaf9ac20) (declare () float t2@0xaf99320) (declare () float t1@0xaf98380) (declare () vec4 kc@0xaf97490) (declare () float ks@0xaf96c70) (declare () float kd@0xaf96520) (declare () float l@0xaf95830) (declare () vec3 int_v@0xaf93260) (declare () float e0@0xaf92440) (declare () float es@0xaf91780) (declare () vec3 view@0xaf908a0) (declare (temporary ) vec3 getPositionEye_retval@0xaf90b50) (assign (constant bool (1)) (xyz) (var_ref getPositionEye_retval@0xaf90b50) (call getPositionEye ()) ) (declare (temporary ) vec3 normalize_retval@0xaf90f40) (assign (constant bool (1)) (xyz) (var_ref normalize_retval@0xaf90f40) (call normalize ((var_ref getPositionEye_retval@0xaf90b50) )) ) (assign (constant bool (1)) (xyz) (var_ref view@0xaf908a0) (var_ref normalize_retval@0xaf90f40) ) (declare (temporary ) float dot_retval@0xaf91be0) (assign (constant bool (1)) (x) (var_ref dot_retval@0xaf91be0) (call dot ((var_ref normalize_retval@0xaf90f40) (swiz xyz (var_ref waterPlane@0x9786180) ))) ) (assign (constant bool (1)) (x) (var_ref es@0xaf91780) (expression float neg (var_ref dot_retval@0xaf91be0) ) ) (declare (temporary ) float max_retval@0xaf92990) (assign (constant bool (1)) (x) (var_ref max_retval@0xaf92990) (call max ((expression float neg (swiz w (var_ref waterPlane@0x9786180) )) (constant float (0.000000)) )) ) (assign (constant bool (1)) (x) (var_ref e0@0xaf92440) (var_ref max_retval@0xaf92990) ) (declare (temporary ) vec3 conditional_tmp@0xaf93da0) (if (expression bool > (swiz w (var_ref waterPlane@0x9786180) )(constant float (0.000000)) ) ( (assign (constant bool (1)) (xyz) (var_ref conditional_tmp@0xaf93da0) (expression vec3 / (expression vec3 * (var_ref view@0xaf908a0) (swiz w (var_ref waterPlane@0x9786180) )) (var_ref es@0xaf91780) ) ) ) ( (assign (constant bool (1)) (xyz) (var_ref conditional_tmp@0xaf93da0) (constant vec3 (0.000000 0.000000 0.000000)) ) )) (assign (constant bool (1)) (xyz) (var_ref int_v@0xaf93260) (var_ref conditional_tmp@0xaf93da0) ) (declare (temporary ) vec3 getPositionEye_retval@0xaf94b10) (assign (constant bool (1)) (xyz) (var_ref getPositionEye_retval@0xaf94b10) (call getPositionEye ()) ) (declare (temporary ) float length_retval@0xaf95030) (assign (constant bool (1)) (x) (var_ref length_retval@0xaf95030) (call length ((expression vec3 + (var_ref getPositionEye_retval@0xaf94b10) (expression vec3 neg (var_ref int_v@0xaf93260) ) ) )) ) (declare (temporary ) float max_retval@0xaf95d20) (assign (constant bool (1)) (x) (var_ref max_retval@0xaf95d20) (call max ((var_ref length_retval@0xaf95030) (constant float (0.100000)) )) ) (assign (constant bool (1)) (x) (var_ref l@0xaf95830) (var_ref max_retval@0xaf95d20) ) (assign (constant bool (1)) (x) (var_ref kd@0xaf96520) (var_ref waterFogDensity@0x97865e0) ) (assign (constant bool (1)) (x) (var_ref ks@0xaf96c70) (var_ref waterFogKS@0x9786810) ) (assign (constant bool (1)) (xyzw) (var_ref kc@0xaf97490) (var_ref waterFogColor@0x97863b0) ) (declare (temporary ) float pow_retval@0xaf98a80) (assign (constant bool (1)) (x) (var_ref pow_retval@0xaf98a80) (call pow ((constant float (0.980000)) (expression float * (var_ref waterFogKS@0x9786810) (var_ref e0@0xaf92440) ) )) ) (assign (constant bool (1)) (x) (var_ref t1@0xaf98380) (expression float * (expression float neg (var_ref kd@0xaf96520) ) (var_ref pow_retval@0xaf98a80) ) ) (declare (temporary ) float assignment_tmp@0xaf997b0) (assign (constant bool (1)) (x) (var_ref assignment_tmp@0xaf997b0) (expression float + (var_ref kd@0xaf96520) (expression float * (var_ref ks@0xaf96c70) (var_ref es@0xaf91780) ) ) ) (assign (constant bool (1)) (x) (var_ref t2@0xaf99320) (var_ref assignment_tmp@0xaf997b0) ) (declare (temporary ) float pow_retval@0xaf9a330) (assign (constant bool (1)) (x) (var_ref pow_retval@0xaf9a330) (call pow ((constant float (0.980000)) (expression float * (var_ref assignment_tmp@0xaf997b0) (var_ref l@0xaf95830) ) )) ) (declare (temporary ) float min_retval@0xaf9b2a0) (assign (constant bool (1)) (x) (var_ref min_retval@0xaf9b2a0) (call min ((expression float * (expression float / (var_ref t1@0xaf98380) (var_ref t2@0xaf99320) ) (expression float + (var_ref pow_retval@0xaf9a330) (expression float neg (constant float (1.000000)) ) ) ) (constant float (1.000000)) )) ) (assign (constant bool (1)) (x) (var_ref L@0xaf9ac20) (var_ref min_retval@0xaf9b2a0) ) (declare (temporary ) float pow_retval@0xaf9c140) (assign (constant bool (1)) (x) (var_ref pow_retval@0xaf9c140) (call pow ((constant float (0.980000)) (expression float * (var_ref l@0xaf95830) (var_ref kd@0xaf96520) ) )) ) (assign (constant bool (1)) (xyz) (var_ref color@0xaf90370) (swiz xyz (expression vec3 + (expression vec3 * (swiz xyz (var_ref color@0xaf90370) )(var_ref pow_retval@0xaf9c140) ) (expression vec3 * (swiz xyz (var_ref kc@0xaf97490) )(var_ref L@0xaf9ac20) ) ) )) (assign (constant bool (1)) (w) (var_ref color@0xaf90370) (swiz xxxx (expression float + (swiz w (var_ref kc@0xaf97490) )(swiz w (var_ref color@0xaf90370) )) )) (return (var_ref color@0xaf90370) ) )) ) ) 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: lighting/lightF.glsl class 2 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class2/lighting/lightF.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class2/lighting/lightF.glsl (Want class 2) GLSL source for shader 16: /** * @file lightF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform sampler2D diffuseMap; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); void default_lighting() { vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); gl_FragColor = color; } GLSL IR for shader 16: ( (declare (uniform ) sampler2D diffuseMap@0x926e5c0) (declare (in ) vec4 gl_FragCoord@0xaf9d250) (declare (in ) bool gl_FrontFacing@0xaf97ce0) (declare (out ) vec4 gl_FragColor@0xaf97ed0) (declare (out ) float gl_FragDepth@0xaf98100) (declare (in ) vec4 gl_Color@0x9badee0) (declare (in ) vec4 gl_SecondaryColor@0x9bae110) (declare (in ) float gl_FogFragCoord@0x9bae340) (declare (uniform ) mat4 gl_ModelViewMatrix@0x9bae570) (declare (uniform ) mat4 gl_ProjectionMatrix@0x9e46ba0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0x9e46dd0) (declare (uniform ) mat3 gl_NormalMatrix@0x9e47020) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0x9e47250) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0x9e474a0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0x9e346d0) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0x9e34920) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0x9e34b70) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0x9e34dc0) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0x9e35010) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0x9e35260) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0x9a5d0e0) (declare (uniform ) float gl_NormalScale@0x9a5d330) (declare (uniform ) gl_LightModelParameters gl_LightModel@0x9a5d520) (declare () int gl_MaxLights@0x9a5d730) (declare () int gl_MaxClipPlanes@0x9a5da40) (declare () int gl_MaxTextureUnits@0x9a5dd50) (declare () int gl_MaxTextureCoords@0x9a5e060) (declare () int gl_MaxVertexAttribs@0x9268710) (declare () int gl_MaxVertexUniformComponents@0x92689b0) (declare () int gl_MaxVaryingFloats@0x9268ce0) (declare () int gl_MaxVertexTextureImageUnits@0x9268ff0) (declare () int gl_MaxCombinedTextureImageUnits@0x9269320) (declare () int gl_MaxTextureImageUnits@0x9269650) (declare () int gl_MaxFragmentUniformComponents@0xb85e760) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0xb85ea90) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0xb85ecc0) (declare (uniform ) (array vec4 6) gl_ClipPlane@0xb85eef0) (declare (uniform ) gl_PointParameters gl_Point@0xb85f120) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0xb85f350) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0xb85f580) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0xb85f7b0) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0x9555010) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0x9555260) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0x95554b0) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0x95556e0) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0x9555910) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0x9555b40) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0x9555d70) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0x9555fa0) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0x95561d0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0x9375110) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0x9375340) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0x9375570) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0x93757a0) (declare (uniform ) gl_FogParameters gl_Fog@0x93759d0) (declare (in ) (array vec4 0) gl_TexCoord@0x9375b90) (declare () int gl_MaxDrawBuffers@0x9375dc0) (declare (out ) (array vec4 8) gl_FragData@0x93760d0) (function atmosLighting (signature vec3 (parameters (declare (in ) vec3 light@0x926e7f0) ) ( )) ) (function scaleSoftClip (signature vec3 (parameters (declare (in ) vec3 light@0x926ebf0) ) ( )) ) (function default_lighting (signature void (parameters ) ( (declare () vec4 color@0x926f300) (declare (temporary ) vec4 texture2D_retval@0xb84e690) (assign (constant bool (1)) (xyzw) (var_ref texture2D_retval@0xb84e690) (call texture2D ((var_ref diffuseMap@0x926e5c0) (swiz xy (array_ref (var_ref gl_TexCoord@0x9375b90) (constant int (0)) ) ))) ) (declare (temporary ) vec4 assignment_tmp@0xb84eaa0) (assign (constant bool (1)) (xyzw) (var_ref assignment_tmp@0xb84eaa0) (expression vec4 * (var_ref texture2D_retval@0xb84e690) (var_ref gl_Color@0x9badee0) ) ) (assign (constant bool (1)) (xyzw) (var_ref color@0x926f300) (var_ref assignment_tmp@0xb84eaa0) ) (declare (temporary ) vec3 atmosLighting_retval@0xb84f310) (assign (constant bool (1)) (xyz) (var_ref atmosLighting_retval@0xb84f310) (call atmosLighting ((swiz xyz (var_ref assignment_tmp@0xb84eaa0) ))) ) (assign (constant bool (1)) (xyz) (var_ref color@0x926f300) (swiz xyz (var_ref atmosLighting_retval@0xb84f310) )) (declare (temporary ) vec3 scaleSoftClip_retval@0xb84ff00) (assign (constant bool (1)) (xyz) (var_ref scaleSoftClip_retval@0xb84ff00) (call scaleSoftClip ((swiz xyz (var_ref color@0x926f300) ))) ) (assign (constant bool (1)) (xyz) (var_ref color@0x926f300) (swiz xyz (var_ref scaleSoftClip_retval@0xb84ff00) )) (assign (constant bool (1)) (xyzw) (var_ref gl_FragColor@0xaf97ed0) (var_ref color@0x926f300) ) )) ) ) 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: lighting/lightFullbrightF.glsl class 2 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class2/lighting/lightFullbrightF.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class2/lighting/lightFullbrightF.glsl (Want class 2) GLSL source for shader 17: /** * @file lightFullbrightF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform sampler2D diffuseMap; vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); void fullbright_lighting() { vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; color.rgb = fullbrightAtmosTransport(color.rgb); color.rgb = fullbrightScaleSoftClip(color.rgb); gl_FragColor = color; } GLSL IR for shader 17: ( (declare (uniform ) sampler2D diffuseMap@0x93830b0) (declare (in ) vec4 gl_FragCoord@0xaf91f60) (declare (in ) bool gl_FrontFacing@0xb84d0e0) (declare (out ) vec4 gl_FragColor@0xb84d310) (declare (out ) float gl_FragDepth@0xb84d540) (declare (in ) vec4 gl_Color@0xb84d770) (declare (in ) vec4 gl_SecondaryColor@0xb84d9a0) (declare (in ) float gl_FogFragCoord@0xb84dbd0) (declare (uniform ) mat4 gl_ModelViewMatrix@0xb84de00) (declare (uniform ) mat4 gl_ProjectionMatrix@0xb84e030) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0xb84e260) (declare (uniform ) mat3 gl_NormalMatrix@0xb84e430) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0xb27da30) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0xb27dc00) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0xb27ddd0) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0xb27e020) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0xb27e270) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0xb27e4c0) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0xb27e710) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0xb27e960) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0xb27ebb0) (declare (uniform ) float gl_NormalScale@0xb27ede0) (declare (uniform ) gl_LightModelParameters gl_LightModel@0xb27f010) (declare () int gl_MaxLights@0x8e1ec30) (declare () int gl_MaxClipPlanes@0x8e1ef40) (declare () int gl_MaxTextureUnits@0x8e1f250) (declare () int gl_MaxTextureCoords@0x8e1f560) (declare () int gl_MaxVertexAttribs@0x8e1f870) (declare () int gl_MaxVertexUniformComponents@0x8e1fb80) (declare () int gl_MaxVaryingFloats@0x8e1feb0) (declare () int gl_MaxVertexTextureImageUnits@0x8e201c0) (declare () int gl_MaxCombinedTextureImageUnits@0xb820e50) (declare () int gl_MaxTextureImageUnits@0xb821180) (declare () int gl_MaxFragmentUniformComponents@0xb821490) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0xb8217c0) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0xb8219f0) (declare (uniform ) (array vec4 6) gl_ClipPlane@0xb821c20) (declare (uniform ) gl_PointParameters gl_Point@0xb821e50) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0xb822080) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0xb8222b0) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0xb8224e0) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0x9a369a0) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0x9a36bd0) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0x9a36e00) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0x9a37010) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0x9a37240) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0x9a37470) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0x9a376a0) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0x9a378d0) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0x9a37b00) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0x9a37d30) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0x9a37f60) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0x9a38190) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0x9a384d0) (declare (uniform ) gl_FogParameters gl_Fog@0x9a386c0) (declare (in ) (array vec4 0) gl_TexCoord@0x9a388e0) (declare () int gl_MaxDrawBuffers@0x9a38b10) (declare (out ) (array vec4 8) gl_FragData@0x9a38e20) (function fullbrightAtmosTransport (signature vec3 (parameters (declare (in ) vec3 light@0x93832e0) ) ( )) ) (function fullbrightScaleSoftClip (signature vec3 (parameters (declare (in ) vec3 light@0x9383680) ) ( )) ) (function fullbright_lighting (signature void (parameters ) ( (declare () vec4 color@0x9383d90) (declare (temporary ) vec4 texture2D_retval@0x9384360) (assign (constant bool (1)) (xyzw) (var_ref texture2D_retval@0x9384360) (call texture2D ((var_ref diffuseMap@0x93830b0) (swiz xy (array_ref (var_ref gl_TexCoord@0x9a388e0) (constant int (0)) ) ))) ) (declare (temporary ) vec4 assignment_tmp@0x9384770) (assign (constant bool (1)) (xyzw) (var_ref assignment_tmp@0x9384770) (expression vec4 * (var_ref texture2D_retval@0x9384360) (var_ref gl_Color@0xb84d770) ) ) (assign (constant bool (1)) (xyzw) (var_ref color@0x9383d90) (var_ref assignment_tmp@0x9384770) ) (declare (temporary ) vec3 fullbrightAtmosTransport_retval@0x9385100) (assign (constant bool (1)) (xyz) (var_ref fullbrightAtmosTransport_retval@0x9385100) (call fullbrightAtmosTransport ((swiz xyz (var_ref assignment_tmp@0x9384770) ))) ) (assign (constant bool (1)) (xyz) (var_ref color@0x9383d90) (swiz xyz (var_ref fullbrightAtmosTransport_retval@0x9385100) )) (declare (temporary ) vec3 fullbrightScaleSoftClip_retval@0x9385bf0) (assign (constant bool (1)) (xyz) (var_ref fullbrightScaleSoftClip_retval@0x9385bf0) (call fullbrightScaleSoftClip ((swiz xyz (var_ref color@0x9383d90) ))) ) (assign (constant bool (1)) (xyz) (var_ref color@0x9383d90) (swiz xyz (var_ref fullbrightScaleSoftClip_retval@0x9385bf0) )) (assign (constant bool (1)) (xyzw) (var_ref gl_FragColor@0xb84d310) (var_ref color@0x9383d90) ) )) ) ) 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: lighting/lightWaterF.glsl class 2 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class2/lighting/lightWaterF.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class2/lighting/lightWaterF.glsl (Want class 2) GLSL source for shader 18: /** * @file lightWaterF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform sampler2D diffuseMap; vec3 atmosLighting(vec3 light); vec4 applyWaterFog(vec4 color); void default_lighting_water() { vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; color.rgb = atmosLighting(color.rgb); gl_FragColor = applyWaterFog(color); } GLSL IR for shader 18: ( (declare (uniform ) sampler2D diffuseMap@0x8ae6600) (declare (in ) vec4 gl_FragCoord@0x9e479f0) (declare (in ) bool gl_FrontFacing@0x9d6a210) (declare (out ) vec4 gl_FragColor@0x9d6a440) (declare (out ) float gl_FragDepth@0x9d6a670) (declare (in ) vec4 gl_Color@0x9d6a8a0) (declare (in ) vec4 gl_SecondaryColor@0x9d6aad0) (declare (in ) float gl_FogFragCoord@0x9d6ad00) (declare (uniform ) mat4 gl_ModelViewMatrix@0xa49b6b0) (declare (uniform ) mat4 gl_ProjectionMatrix@0xa49b8e0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0xa49bb10) (declare (uniform ) mat3 gl_NormalMatrix@0xa49bce0) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0xa49bf10) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0xa49c0e0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0xa49c2b0) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0xa49c480) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0xa49c650) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0xa49c820) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0xa49c9f0) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0xa49cc40) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0x9d67ba0) (declare (uniform ) float gl_NormalScale@0x9d67db0) (declare (uniform ) gl_LightModelParameters gl_LightModel@0x9d67fe0) (declare () int gl_MaxLights@0x9d68210) (declare () int gl_MaxClipPlanes@0x9d68520) (declare () int gl_MaxTextureUnits@0x9d68830) (declare () int gl_MaxTextureCoords@0x9d68b40) (declare () int gl_MaxVertexAttribs@0x9d68e50) (declare () int gl_MaxVertexUniformComponents@0x9d69160) (declare () int gl_MaxVaryingFloats@0x9d69490) (declare () int gl_MaxVertexTextureImageUnits@0x9387780) (declare () int gl_MaxCombinedTextureImageUnits@0x9387a40) (declare () int gl_MaxTextureImageUnits@0x9387d70) (declare () int gl_MaxFragmentUniformComponents@0x9388080) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0x93883b0) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0x93885e0) (declare (uniform ) (array vec4 6) gl_ClipPlane@0x9388810) (declare (uniform ) gl_PointParameters gl_Point@0x9388a40) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0x9388c70) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0x9388ea0) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0x93890d0) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0x9389300) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0xa49d080) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0xa49d2d0) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0xa49d500) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0xa49d730) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0xa49d960) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0xa49db90) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0xa49ddc0) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0xa49dff0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0xa49e220) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0xa49e450) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0xa49e680) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0xa49e8b0) (declare (uniform ) gl_FogParameters gl_Fog@0xa49eae0) (declare (in ) (array vec4 0) gl_TexCoord@0x93766a0) (declare () int gl_MaxDrawBuffers@0x93768d0) (declare (out ) (array vec4 8) gl_FragData@0x9376be0) (function atmosLighting (signature vec3 (parameters (declare (in ) vec3 light@0x8ae6830) ) ( )) ) (function applyWaterFog (signature vec4 (parameters (declare (in ) vec4 color@0x8ae6c30) ) ( )) ) (function default_lighting_water (signature void (parameters ) ( (declare () vec4 color@0x8e30dd0) (declare (temporary ) vec4 texture2D_retval@0x8e313a0) (assign (constant bool (1)) (xyzw) (var_ref texture2D_retval@0x8e313a0) (call texture2D ((var_ref diffuseMap@0x8ae6600) (swiz xy (array_ref (var_ref gl_TexCoord@0x93766a0) (constant int (0)) ) ))) ) (declare (temporary ) vec4 assignment_tmp@0x8e317b0) (assign (constant bool (1)) (xyzw) (var_ref assignment_tmp@0x8e317b0) (expression vec4 * (var_ref texture2D_retval@0x8e313a0) (var_ref gl_Color@0x9d6a8a0) ) ) (assign (constant bool (1)) (xyzw) (var_ref color@0x8e30dd0) (var_ref assignment_tmp@0x8e317b0) ) (declare (temporary ) vec3 atmosLighting_retval@0x8e32020) (assign (constant bool (1)) (xyz) (var_ref atmosLighting_retval@0x8e32020) (call atmosLighting ((swiz xyz (var_ref assignment_tmp@0x8e317b0) ))) ) (assign (constant bool (1)) (xyz) (var_ref color@0x8e30dd0) (swiz xyz (var_ref atmosLighting_retval@0x8e32020) )) (declare (temporary ) vec4 applyWaterFog_retval@0x8e329d0) (assign (constant bool (1)) (xyzw) (var_ref applyWaterFog_retval@0x8e329d0) (call applyWaterFog ((var_ref color@0x8e30dd0) )) ) (assign (constant bool (1)) (xyzw) (var_ref gl_FragColor@0x9d6a440) (var_ref applyWaterFog_retval@0x8e329d0) ) )) ) ) 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: lighting/lightFullbrightWaterF.glsl class 2 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class2/lighting/lightFullbrightWaterF.glsl (Want class 2) GLSL source for shader 19: /** * @file lightFullbrightWaterF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform sampler2D diffuseMap; vec3 fullbrightAtmosTransport(vec3 light); vec4 applyWaterFog(vec4 color); void fullbright_lighting_water() { vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; color.rgb = fullbrightAtmosTransport(color.rgb); gl_FragColor = applyWaterFog(color); } GLSL IR for shader 19: ( (declare (uniform ) sampler2D diffuseMap@0x8e724a0) (declare (in ) vec4 gl_FragCoord@0x8e32c20) (declare (in ) bool gl_FrontFacing@0x8e33f70) (declare (out ) vec4 gl_FragColor@0x8e341a0) (declare (out ) float gl_FragDepth@0x8e343d0) (declare (in ) vec4 gl_Color@0x8e34600) (declare (in ) vec4 gl_SecondaryColor@0x8e1b4a0) (declare (in ) float gl_FogFragCoord@0x8e1b6d0) (declare (uniform ) mat4 gl_ModelViewMatrix@0x8e1b900) (declare (uniform ) mat4 gl_ProjectionMatrix@0x8e1bb30) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0x8e1bd60) (declare (uniform ) mat3 gl_NormalMatrix@0x8e1bf30) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0x8e1c160) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0x8e1c330) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0x8e1c500) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0x8e1c6d0) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0x8e1c8a0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0x8e1ca70) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0x8e1ccc0) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0x8e1cf10) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0x8e1d160) (declare (uniform ) float gl_NormalScale@0x8e1d390) (declare (uniform ) gl_LightModelParameters gl_LightModel@0x8e1d5c0) (declare () int gl_MaxLights@0x8e1d7f0) (declare () int gl_MaxClipPlanes@0x8e1db00) (declare () int gl_MaxTextureUnits@0x9557260) (declare () int gl_MaxTextureCoords@0x9557540) (declare () int gl_MaxVertexAttribs@0x9557850) (declare () int gl_MaxVertexUniformComponents@0x9557b60) (declare () int gl_MaxVaryingFloats@0x9557e90) (declare () int gl_MaxVertexTextureImageUnits@0x95581a0) (declare () int gl_MaxCombinedTextureImageUnits@0x95584d0) (declare () int gl_MaxTextureImageUnits@0x9558800) (declare () int gl_MaxFragmentUniformComponents@0x9558b10) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0x9558e40) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0x9559070) (declare (uniform ) (array vec4 6) gl_ClipPlane@0x95592a0) (declare (uniform ) gl_PointParameters gl_Point@0x95594d0) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0x9559700) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0x9559930) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0x9559b60) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0x9559d90) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0x9559fe0) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0x955a230) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0x955a460) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0xb8227b0) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0xb8229e0) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0xb822c10) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0xb822e40) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0xb823070) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0xb8232a0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0xb8234d0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0xb823700) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0xb823930) (declare (uniform ) gl_FogParameters gl_Fog@0xb823b60) (declare (in ) (array vec4 0) gl_TexCoord@0xb823d80) (declare () int gl_MaxDrawBuffers@0xb823fb0) (declare (out ) (array vec4 8) gl_FragData@0xb8242c0) (function fullbrightAtmosTransport (signature vec3 (parameters (declare (in ) vec3 light@0x8e726d0) ) ( )) ) (function applyWaterFog (signature vec4 (parameters (declare (in ) vec4 color@0x8e72af0) ) ( )) ) (function fullbright_lighting_water (signature void (parameters ) ( (declare () vec4 color@0x8e73220) (declare (temporary ) vec4 texture2D_retval@0x8e73760) (assign (constant bool (1)) (xyzw) (var_ref texture2D_retval@0x8e73760) (call texture2D ((var_ref diffuseMap@0x8e724a0) (swiz xy (array_ref (var_ref gl_TexCoord@0xb823d80) (constant int (0)) ) ))) ) (declare (temporary ) vec4 assignment_tmp@0x8e73b70) (assign (constant bool (1)) (xyzw) (var_ref assignment_tmp@0x8e73b70) (expression vec4 * (var_ref texture2D_retval@0x8e73760) (var_ref gl_Color@0x8e34600) ) ) (assign (constant bool (1)) (xyzw) (var_ref color@0x8e73220) (var_ref assignment_tmp@0x8e73b70) ) (declare (temporary ) vec3 fullbrightAtmosTransport_retval@0x8e743f0) (assign (constant bool (1)) (xyz) (var_ref fullbrightAtmosTransport_retval@0x8e743f0) (call fullbrightAtmosTransport ((swiz xyz (var_ref assignment_tmp@0x8e73b70) ))) ) (assign (constant bool (1)) (xyz) (var_ref color@0x8e73220) (swiz xyz (var_ref fullbrightAtmosTransport_retval@0x8e743f0) )) (declare (temporary ) vec4 applyWaterFog_retval@0x8e74db0) (assign (constant bool (1)) (xyzw) (var_ref applyWaterFog_retval@0x8e74db0) (call applyWaterFog ((var_ref color@0x8e73220) )) ) (assign (constant bool (1)) (xyzw) (var_ref gl_FragColor@0x8e341a0) (var_ref applyWaterFog_retval@0x8e74db0) ) )) ) ) 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: lighting/lightShinyF.glsl class 2 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class2/lighting/lightShinyF.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class2/lighting/lightShinyF.glsl (Want class 2) GLSL source for shader 20: /** * @file lightShinyF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform sampler2D diffuseMap; uniform samplerCube environmentMap; vec3 scaleSoftClip(vec3 light); vec3 atmosLighting(vec3 light); vec4 applyWaterFog(vec4 color); void shiny_lighting() { vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy); color.rgb *= gl_Color.rgb; vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); color.a = max(color.a, gl_Color.a); gl_FragColor = color; } GLSL IR for shader 20: ( (declare (uniform ) samplerCube environmentMap@0x80dbf60) (declare (uniform ) sampler2D diffuseMap@0x80dbd30) (declare (in ) vec4 gl_FragCoord@0x8e75410) (declare (in ) bool gl_FrontFacing@0x9556c60) (declare (out ) vec4 gl_FragColor@0x8bc7bf0) (declare (out ) float gl_FragDepth@0x8bc7e20) (declare (in ) vec4 gl_Color@0x8bc8050) (declare (in ) vec4 gl_SecondaryColor@0x8bc8280) (declare (in ) float gl_FogFragCoord@0x8bc84b0) (declare (uniform ) mat4 gl_ModelViewMatrix@0x8bc86e0) (declare (uniform ) mat4 gl_ProjectionMatrix@0x8bc8910) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0x8bc8b40) (declare (uniform ) mat3 gl_NormalMatrix@0x8bc8d10) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0x8bc8f40) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0x8bc9110) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0x8bc92e0) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0x8bc94b0) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0x8bc9680) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0x8bc9850) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0x8bc9a20) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0x8bc9bf0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0x8bc9e40) (declare (uniform ) float gl_NormalScale@0x8bca0b0) (declare (uniform ) gl_LightModelParameters gl_LightModel@0x8bca2e0) (declare () int gl_MaxLights@0x8bca510) (declare () int gl_MaxClipPlanes@0x8bca820) (declare () int gl_MaxTextureUnits@0x920cec0) (declare () int gl_MaxTextureCoords@0x920d1d0) (declare () int gl_MaxVertexAttribs@0x920d4e0) (declare () int gl_MaxVertexUniformComponents@0x920d7f0) (declare () int gl_MaxVaryingFloats@0x920db20) (declare () int gl_MaxVertexTextureImageUnits@0x920de30) (declare () int gl_MaxCombinedTextureImageUnits@0x920e160) (declare () int gl_MaxTextureImageUnits@0x920e490) (declare () int gl_MaxFragmentUniformComponents@0x920e7a0) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0x920ead0) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0x920ed00) (declare (uniform ) (array vec4 6) gl_ClipPlane@0x920ef30) (declare (uniform ) gl_PointParameters gl_Point@0x920f160) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0x920f390) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0x920f5c0) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0x920f7f0) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0x920fa20) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0x920fc70) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0x920fec0) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0x92100f0) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0x9210320) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0x9210550) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0x9210780) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0x92109b0) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0x9210be0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0x9210e10) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0x9211040) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0xa286480) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0xa2866b0) (declare (uniform ) gl_FogParameters gl_Fog@0xa2868e0) (declare (in ) (array vec4 0) gl_TexCoord@0xa286b00) (declare () int gl_MaxDrawBuffers@0xa286d30) (declare (out ) (array vec4 8) gl_FragData@0xa287040) (function scaleSoftClip (signature vec3 (parameters (declare (in ) vec3 light@0x80dc190) ) ( )) ) (function atmosLighting (signature vec3 (parameters (declare (in ) vec3 light@0x80dc590) ) ( )) ) (function applyWaterFog (signature vec4 (parameters (declare (in ) vec4 color@0x80dc990) ) ( )) ) (function shiny_lighting (signature void (parameters ) ( (declare () vec4 color@0x80dd0a0) (declare (temporary ) vec4 texture2D_retval@0x80dd670) (assign (constant bool (1)) (xyzw) (var_ref texture2D_retval@0x80dd670) (call texture2D ((var_ref diffuseMap@0x80dbd30) (swiz xy (array_ref (var_ref gl_TexCoord@0xa286b00) (constant int (0)) ) ))) ) (assign (constant bool (1)) (xyzw) (var_ref color@0x80dd0a0) (var_ref texture2D_retval@0x80dd670) ) (assign (constant bool (1)) (xyz) (var_ref color@0x80dd0a0) (swiz xyz (expression vec3 * (swiz xyz (var_ref texture2D_retval@0x80dd670) )(swiz xyz (var_ref gl_Color@0x8bc8050) )) )) (declare (temporary ) vec4 textureCube_retval@0x80decf0) (assign (constant bool (1)) (xyzw) (var_ref textureCube_retval@0x80decf0) (call textureCube ((var_ref environmentMap@0x80dbf60) (swiz xyz (array_ref (var_ref gl_TexCoord@0xa286b00) (constant int (1)) ) ))) ) (declare (temporary ) vec3 mix_retval@0x80dfb10) (assign (constant bool (1)) (xyz) (var_ref mix_retval@0x80dfb10) (call mix ((swiz xyz (var_ref color@0x80dd0a0) )(swiz xyz (var_ref textureCube_retval@0x80decf0) )(swiz w (var_ref gl_Color@0x8bc8050) ))) ) (assign (constant bool (1)) (xyz) (var_ref color@0x80dd0a0) (swiz xyz (var_ref mix_retval@0x80dfb10) )) (declare (temporary ) vec3 atmosLighting_retval@0x80e05e0) (assign (constant bool (1)) (xyz) (var_ref atmosLighting_retval@0x80e05e0) (call atmosLighting ((swiz xyz (var_ref color@0x80dd0a0) ))) ) (assign (constant bool (1)) (xyz) (var_ref color@0x80dd0a0) (swiz xyz (var_ref atmosLighting_retval@0x80e05e0) )) (declare (temporary ) vec3 scaleSoftClip_retval@0xb232d60) (assign (constant bool (1)) (xyz) (var_ref scaleSoftClip_retval@0xb232d60) (call scaleSoftClip ((swiz xyz (var_ref color@0x80dd0a0) ))) ) (assign (constant bool (1)) (xyz) (var_ref color@0x80dd0a0) (swiz xyz (var_ref scaleSoftClip_retval@0xb232d60) )) (declare (temporary ) float max_retval@0xb233950) (assign (constant bool (1)) (x) (var_ref max_retval@0xb233950) (call max ((swiz w (var_ref color@0x80dd0a0) )(swiz w (var_ref gl_Color@0x8bc8050) ))) ) (assign (constant bool (1)) (w) (var_ref color@0x80dd0a0) (swiz xxxx (var_ref max_retval@0xb233950) )) (assign (constant bool (1)) (xyzw) (var_ref gl_FragColor@0x8bc7bf0) (var_ref color@0x80dd0a0) ) )) ) ) 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: lighting/lightFullbrightShinyF.glsl class 2 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class2/lighting/lightFullbrightShinyF.glsl (Want class 2) GLSL source for shader 21: /** * @file lightFullbrightShinyF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform sampler2D diffuseMap; uniform samplerCube environmentMap; vec3 fullbrightShinyAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); void fullbright_shiny_lighting() { vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy); color.rgb *= gl_Color.rgb; vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); color.rgb = fullbrightShinyAtmosTransport(color.rgb); color.rgb = fullbrightScaleSoftClip(color.rgb); color.a = max(color.a, gl_Color.a); gl_FragColor = color; } GLSL IR for shader 21: ( (declare (uniform ) samplerCube environmentMap@0x93c6fa0) (declare (uniform ) sampler2D diffuseMap@0x93c6d70) (declare (in ) vec4 gl_FragCoord@0xb234160) (declare (in ) bool gl_FrontFacing@0xb231a00) (declare (out ) vec4 gl_FragColor@0xb231bc0) (declare (out ) float gl_FragDepth@0xb231df0) (declare (in ) vec4 gl_Color@0xb232020) (declare (in ) vec4 gl_SecondaryColor@0xb232250) (declare (in ) float gl_FogFragCoord@0xb232480) (declare (uniform ) mat4 gl_ModelViewMatrix@0xaf7d200) (declare (uniform ) mat4 gl_ProjectionMatrix@0xaf7d430) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0xaf7d660) (declare (uniform ) mat3 gl_NormalMatrix@0xaf7d830) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0xaf7da60) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0xaf7dcb0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0xaf7df00) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0xaf7e150) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0xaf7e3a0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0xaf7e5f0) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0xaf7e840) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0xaf7ea90) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0xaf7ece0) (declare (uniform ) float gl_NormalScale@0xaf7ef10) (declare (uniform ) gl_LightModelParameters gl_LightModel@0xaf7f140) (declare () int gl_MaxLights@0xaf7f370) (declare () int gl_MaxClipPlanes@0xaf7f680) (declare () int gl_MaxTextureUnits@0xaf7f990) (declare () int gl_MaxTextureCoords@0xaf7fca0) (declare () int gl_MaxVertexAttribs@0xb22d290) (declare () int gl_MaxVertexUniformComponents@0xb22d580) (declare () int gl_MaxVaryingFloats@0xb22d8b0) (declare () int gl_MaxVertexTextureImageUnits@0xb22dbc0) (declare () int gl_MaxCombinedTextureImageUnits@0xb22def0) (declare () int gl_MaxTextureImageUnits@0xb22e220) (declare () int gl_MaxFragmentUniformComponents@0xb22e530) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0xb22e860) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0xb22ea90) (declare (uniform ) (array vec4 6) gl_ClipPlane@0xb22ecc0) (declare (uniform ) gl_PointParameters gl_Point@0xb22eef0) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0xb22f120) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0xb22f350) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0xb22f580) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0xb22f7b0) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0xb22fa00) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0xb22fc50) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0xb22fe80) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0x9444a20) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0x9444be0) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0x9444e10) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0x9445040) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0x9445270) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0x94454a0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0x94456d0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0x9445900) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0x9445b30) (declare (uniform ) gl_FogParameters gl_Fog@0x9445d60) (declare (in ) (array vec4 0) gl_TexCoord@0x9445f80) (declare () int gl_MaxDrawBuffers@0x94461b0) (declare (out ) (array vec4 8) gl_FragData@0x94464c0) (function fullbrightShinyAtmosTransport (signature vec3 (parameters (declare (in ) vec3 light@0x93c71d0) ) ( )) ) (function fullbrightScaleSoftClip (signature vec3 (parameters (declare (in ) vec3 light@0xb8374f0) ) ( )) ) (function fullbright_shiny_lighting (signature void (parameters ) ( (declare () vec4 color@0xb837c20) (declare (temporary ) vec4 texture2D_retval@0xb8381f0) (assign (constant bool (1)) (xyzw) (var_ref texture2D_retval@0xb8381f0) (call texture2D ((var_ref diffuseMap@0x93c6d70) (swiz xy (array_ref (var_ref gl_TexCoord@0x9445f80) (constant int (0)) ) ))) ) (assign (constant bool (1)) (xyzw) (var_ref color@0xb837c20) (var_ref texture2D_retval@0xb8381f0) ) (assign (constant bool (1)) (xyz) (var_ref color@0xb837c20) (swiz xyz (expression vec3 * (swiz xyz (var_ref texture2D_retval@0xb8381f0) )(swiz xyz (var_ref gl_Color@0xb232020) )) )) (declare (temporary ) vec4 textureCube_retval@0xb839870) (assign (constant bool (1)) (xyzw) (var_ref textureCube_retval@0xb839870) (call textureCube ((var_ref environmentMap@0x93c6fa0) (swiz xyz (array_ref (var_ref gl_TexCoord@0x9445f80) (constant int (1)) ) ))) ) (declare (temporary ) vec3 mix_retval@0xb83a690) (assign (constant bool (1)) (xyz) (var_ref mix_retval@0xb83a690) (call mix ((swiz xyz (var_ref color@0xb837c20) )(swiz xyz (var_ref textureCube_retval@0xb839870) )(swiz w (var_ref gl_Color@0xb232020) ))) ) (assign (constant bool (1)) (xyz) (var_ref color@0xb837c20) (swiz xyz (var_ref mix_retval@0xb83a690) )) (declare (temporary ) vec3 fullbrightShinyAtmosTransport_retval@0xb83b170) (assign (constant bool (1)) (xyz) (var_ref fullbrightShinyAtmosTransport_retval@0xb83b170) (call fullbrightShinyAtmosTransport ((swiz xyz (var_ref color@0xb837c20) ))) ) (assign (constant bool (1)) (xyz) (var_ref color@0xb837c20) (swiz xyz (var_ref fullbrightShinyAtmosTransport_retval@0xb83b170) )) (declare (temporary ) vec3 fullbrightScaleSoftClip_retval@0xb83bc60) (assign (constant bool (1)) (xyz) (var_ref fullbrightScaleSoftClip_retval@0xb83bc60) (call fullbrightScaleSoftClip ((swiz xyz (var_ref color@0xb837c20) ))) ) (assign (constant bool (1)) (xyz) (var_ref color@0xb837c20) (swiz xyz (var_ref fullbrightScaleSoftClip_retval@0xb83bc60) )) (declare (temporary ) float max_retval@0xb83c860) (assign (constant bool (1)) (x) (var_ref max_retval@0xb83c860) (call max ((swiz w (var_ref color@0xb837c20) )(swiz w (var_ref gl_Color@0xb232020) ))) ) (assign (constant bool (1)) (w) (var_ref color@0xb837c20) (swiz xxxx (var_ref max_retval@0xb83c860) )) (assign (constant bool (1)) (xyzw) (var_ref gl_FragColor@0xb231bc0) (var_ref color@0xb837c20) ) )) ) ) 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: lighting/lightShinyWaterF.glsl class 2 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class2/lighting/lightShinyWaterF.glsl (Want class 2) GLSL source for shader 22: /** * @file lightShinyWaterF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform sampler2D diffuseMap; uniform samplerCube environmentMap; vec3 atmosLighting(vec3 light); vec4 applyWaterFog(vec4 color); void shiny_lighting_water() { vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy); color.rgb *= gl_Color.rgb; vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); color.rgb = atmosLighting(color.rgb); color.a = max(color.a, gl_Color.a); gl_FragColor = applyWaterFog(color); } GLSL IR for shader 22: ( (declare (uniform ) samplerCube environmentMap@0x944ace0) (declare (uniform ) sampler2D diffuseMap@0x944aab0) (declare (in ) vec4 gl_FragCoord@0xb83bf30) (declare (in ) bool gl_FrontFacing@0x9448ef0) (declare (out ) vec4 gl_FragColor@0x9449120) (declare (out ) float gl_FragDepth@0x9449350) (declare (in ) vec4 gl_Color@0x9449580) (declare (in ) vec4 gl_SecondaryColor@0x94497b0) (declare (in ) float gl_FogFragCoord@0x94499e0) (declare (uniform ) mat4 gl_ModelViewMatrix@0x9449c10) (declare (uniform ) mat4 gl_ProjectionMatrix@0x9449e40) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0x8d84150) (declare (uniform ) mat3 gl_NormalMatrix@0x8d84300) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0x8d84530) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0x8d84700) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0x8d848d0) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0x8d84aa0) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0x8d84c70) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0x8d84ec0) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0x8d85110) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0x8d85360) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0x8d855b0) (declare (uniform ) float gl_NormalScale@0x8d857e0) (declare (uniform ) gl_LightModelParameters gl_LightModel@0x8d85a10) (declare () int gl_MaxLights@0x8d85c40) (declare () int gl_MaxClipPlanes@0x8d85f50) (declare () int gl_MaxTextureUnits@0x8d86260) (declare () int gl_MaxTextureCoords@0x8d86570) (declare () int gl_MaxVertexAttribs@0x8d86880) (declare () int gl_MaxVertexUniformComponents@0x8d86b90) (declare () int gl_MaxVaryingFloats@0x8d86ec0) (declare () int gl_MaxVertexTextureImageUnits@0x8d871d0) (declare () int gl_MaxCombinedTextureImageUnits@0x8d87500) (declare () int gl_MaxTextureImageUnits@0x8d87830) (declare () int gl_MaxFragmentUniformComponents@0x8d87b40) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0x8d87e70) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0x8d880a0) (declare (uniform ) (array vec4 6) gl_ClipPlane@0x8d882d0) (declare (uniform ) gl_PointParameters gl_Point@0x8d88500) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0x8cdb1c0) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0x8cdb3f0) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0x8cdb620) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0x8cdb850) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0x8cdbaa0) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0x8cdbcf0) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0x8cdbf20) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0x8cdc150) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0x8cdc380) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0x8cdc5b0) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0x8cdc7e0) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0x8cdca10) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0x8cdcc40) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0x8cdce70) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0x8cdd0a0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0x8cdd2d0) (declare (uniform ) gl_FogParameters gl_Fog@0x8cdd500) (declare (in ) (array vec4 0) gl_TexCoord@0x8cdd6c0) (declare () int gl_MaxDrawBuffers@0x8cdd8f0) (declare (out ) (array vec4 8) gl_FragData@0x8cddc00) (function atmosLighting (signature vec3 (parameters (declare (in ) vec3 light@0x944af10) ) ( )) ) (function applyWaterFog (signature vec4 (parameters (declare (in ) vec4 color@0x944b310) ) ( )) ) (function shiny_lighting_water (signature void (parameters ) ( (declare () vec4 color@0x944ba20) (declare (temporary ) vec4 texture2D_retval@0x944bff0) (assign (constant bool (1)) (xyzw) (var_ref texture2D_retval@0x944bff0) (call texture2D ((var_ref diffuseMap@0x944aab0) (swiz xy (array_ref (var_ref gl_TexCoord@0x8cdd6c0) (constant int (0)) ) ))) ) (assign (constant bool (1)) (xyzw) (var_ref color@0x944ba20) (var_ref texture2D_retval@0x944bff0) ) (assign (constant bool (1)) (xyz) (var_ref color@0x944ba20) (swiz xyz (expression vec3 * (swiz xyz (var_ref texture2D_retval@0x944bff0) )(swiz xyz (var_ref gl_Color@0x9449580) )) )) (declare (temporary ) vec4 textureCube_retval@0x944d670) (assign (constant bool (1)) (xyzw) (var_ref textureCube_retval@0x944d670) (call textureCube ((var_ref environmentMap@0x944ace0) (swiz xyz (array_ref (var_ref gl_TexCoord@0x8cdd6c0) (constant int (1)) ) ))) ) (declare (temporary ) vec3 mix_retval@0x944e490) (assign (constant bool (1)) (xyz) (var_ref mix_retval@0x944e490) (call mix ((swiz xyz (var_ref color@0x944ba20) )(swiz xyz (var_ref textureCube_retval@0x944d670) )(swiz w (var_ref gl_Color@0x9449580) ))) ) (assign (constant bool (1)) (xyz) (var_ref color@0x944ba20) (swiz xyz (var_ref mix_retval@0x944e490) )) (declare (temporary ) vec3 atmosLighting_retval@0x944ef60) (assign (constant bool (1)) (xyz) (var_ref atmosLighting_retval@0x944ef60) (call atmosLighting ((swiz xyz (var_ref color@0x944ba20) ))) ) (assign (constant bool (1)) (xyz) (var_ref color@0x944ba20) (swiz xyz (var_ref atmosLighting_retval@0x944ef60) )) (declare (temporary ) float max_retval@0x944fb50) (assign (constant bool (1)) (x) (var_ref max_retval@0x944fb50) (call max ((swiz w (var_ref color@0x944ba20) )(swiz w (var_ref gl_Color@0x9449580) ))) ) (assign (constant bool (1)) (w) (var_ref color@0x944ba20) (swiz xxxx (var_ref max_retval@0x944fb50) )) (declare (temporary ) vec4 applyWaterFog_retval@0x9450500) (assign (constant bool (1)) (xyzw) (var_ref applyWaterFog_retval@0x9450500) (call applyWaterFog ((var_ref color@0x944ba20) )) ) (assign (constant bool (1)) (xyzw) (var_ref gl_FragColor@0x9449120) (var_ref applyWaterFog_retval@0x9450500) ) )) ) ) 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: environment/terrainV.glsl class 2 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class2/environment/terrainV.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class2/environment/terrainV.glsl (Want class 2) GLSL source for shader 24: /** * @file terrainV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ void calcAtmospherics(vec3 inPositionEye); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) { vec4 tcoord; tcoord.x = dot(vpos, tp0); tcoord.y = dot(vpos, tp1); tcoord.z = tc.z; tcoord.w = tc.w; tcoord = mat * tcoord; return tcoord; } void main() { //transform vertex gl_Position = ftransform(); vec4 pos = gl_ModelViewMatrix * gl_Vertex; vec3 norm = normalize(gl_NormalMatrix * gl_Normal); /// Potentially better without it for water. pos /= pos.w; calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz); vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0)); gl_FrontColor = color; // Transform and pass tex coords gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; vec4 t = gl_MultiTexCoord1; gl_TexCoord[0].zw = t.xy; gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0); gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0); } GLSL IR for shader 24: ( (declare (out ) vec4 gl_Position@0x946d930) (declare (out ) float gl_PointSize@0xaf7b9b0) (declare (in ) vec4 gl_Vertex@0xaf7bbe0) (declare (in ) vec3 gl_Normal@0x9ca7b70) (declare (in ) vec4 gl_Color@0x9ca7d80) (declare (in ) vec4 gl_SecondaryColor@0x9ca7fb0) (declare (in ) vec4 gl_MultiTexCoord0@0x9ca81e0) (declare (in ) vec4 gl_MultiTexCoord1@0x9ca8410) (declare (in ) vec4 gl_MultiTexCoord2@0x9ca8640) (declare (in ) vec4 gl_MultiTexCoord3@0x9ca8870) (declare (in ) vec4 gl_MultiTexCoord4@0x9ca8aa0) (declare (in ) vec4 gl_MultiTexCoord5@0x9ca8cd0) (declare (in ) vec4 gl_MultiTexCoord6@0x9ca8f00) (declare (in ) vec4 gl_MultiTexCoord7@0x9ca9130) (declare (in ) float gl_FogCoord@0x9ca9360) (declare (out ) vec4 gl_ClipVertex@0x9ca9590) (declare (out ) vec4 gl_FrontColor@0x9ca97c0) (declare (out ) vec4 gl_BackColor@0x9ca99f0) (declare (out ) vec4 gl_FrontSecondaryColor@0x9ca9c20) (declare (out ) vec4 gl_BackSecondaryColor@0x9ca9e50) (declare (out ) float gl_FogFragCoord@0x9caa080) (declare (uniform ) mat4 gl_ModelViewMatrix@0x9caa2b0) (declare (uniform ) mat4 gl_ProjectionMatrix@0x9caa4e0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0x9caa710) (declare (uniform ) mat3 gl_NormalMatrix@0x9caa8e0) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0x9caab10) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0x9caace0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0x9caaeb0) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0x9cab080) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0x9cab250) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0x9cab420) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0x9cab5f0) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0x9cab7c0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0x9cab990) (declare (uniform ) float gl_NormalScale@0x9cabc00) (declare (uniform ) gl_LightModelParameters gl_LightModel@0x9cabe30) (declare () int gl_MaxLights@0x9cac060) (declare () int gl_MaxClipPlanes@0x9cac370) (declare () int gl_MaxTextureUnits@0x9cac680) (declare () int gl_MaxTextureCoords@0x9cac990) (declare () int gl_MaxVertexAttribs@0x9cacca0) (declare () int gl_MaxVertexUniformComponents@0x9cacfb0) (declare () int gl_MaxVaryingFloats@0x9cad260) (declare () int gl_MaxVertexTextureImageUnits@0x9cad570) (declare () int gl_MaxCombinedTextureImageUnits@0x9cad8a0) (declare () int gl_MaxTextureImageUnits@0x9cadbd0) (declare () int gl_MaxFragmentUniformComponents@0x9cadee0) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0xb260db0) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0xb260fe0) (declare (uniform ) (array vec4 6) gl_ClipPlane@0xb261210) (declare (uniform ) gl_PointParameters gl_Point@0xb261440) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0xb261670) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0xb2618a0) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0xb261ad0) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0xb261d00) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0xb261f50) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0xb2621a0) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0xb2623d0) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0xb262600) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0xb262830) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0xb262a60) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0xb262c90) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0xb262ec0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0xb2630f0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0xb263320) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0xb263550) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0xb263780) (declare (uniform ) gl_FogParameters gl_Fog@0xb2639b0) (declare (out ) (array vec4 0) gl_TexCoord@0xb263bd0) (declare () int gl_MaxDrawBuffers@0xb263e00) (function calcAtmospherics (signature void (parameters (declare (in ) vec3 inPositionEye@0xaf848c0) ) ( )) ) (function calcLighting (signature vec4 (parameters (declare (in ) vec3 pos@0xaf84cd0) (declare (in ) vec3 norm@0xaf84de0) (declare (in ) vec4 color@0xaf84ef0) (declare (in ) vec4 baseCol@0xaf85000) ) ( )) ) (function texgen_object (signature vec4 (parameters (declare (in ) vec4 vpos@0xaf85400) (declare (in ) vec4 tc@0xaf85510) (declare (in ) mat4 mat@0xaf85620) (declare (in ) vec4 tp0@0xaf85730) (declare (in ) vec4 tp1@0xaf85840) ) ( (declare () vec4 tcoord@0xaf861b0) (declare (temporary ) float dot_retval@0xaf86720) (assign (constant bool (1)) (x) (var_ref dot_retval@0xaf86720) (call dot ((var_ref vpos@0xaf85400) (var_ref tp0@0xaf85730) )) ) (assign (constant bool (1)) (x) (var_ref tcoord@0xaf861b0) (var_ref dot_retval@0xaf86720) ) (declare (temporary ) float dot_retval@0xaf871f0) (assign (constant bool (1)) (x) (var_ref dot_retval@0xaf871f0) (call dot ((var_ref vpos@0xaf85400) (var_ref tp1@0xaf85840) )) ) (assign (constant bool (1)) (y) (var_ref tcoord@0xaf861b0) (swiz xx (var_ref dot_retval@0xaf871f0) )) (assign (constant bool (1)) (z) (var_ref tcoord@0xaf861b0) (swiz zzz (var_ref tc@0xaf85510) )) (assign (constant bool (1)) (w) (var_ref tcoord@0xaf861b0) (swiz wwww (var_ref tc@0xaf85510) )) (declare (temporary ) vec4 assignment_tmp@0xb275860) (assign (constant bool (1)) (xyzw) (var_ref assignment_tmp@0xb275860) (expression vec4 * (var_ref mat@0xaf85620) (var_ref tcoord@0xaf861b0) ) ) (assign (constant bool (1)) (xyzw) (var_ref tcoord@0xaf861b0) (var_ref assignment_tmp@0xb275860) ) (return (var_ref assignment_tmp@0xb275860) ) )) ) (function main (signature void (parameters ) ( (declare () vec3 norm@0xb277060) (declare () vec4 pos@0xb276840) (declare (temporary ) vec4 ftransform_retval@0xb276150) (assign (constant bool (1)) (xyzw) (var_ref ftransform_retval@0xb276150) (call ftransform ()) ) (assign (constant bool (1)) (xyzw) (var_ref gl_Position@0x946d930) (var_ref ftransform_retval@0xb276150) ) (assign (constant bool (1)) (xyzw) (var_ref pos@0xb276840) (expression vec4 * (var_ref gl_ModelViewMatrix@0x9caa2b0) (var_ref gl_Vertex@0xaf7bbe0) ) ) (declare (temporary ) vec3 normalize_retval@0xb2774d0) (assign (constant bool (1)) (xyz) (var_ref normalize_retval@0xb2774d0) (call normalize ((expression vec3 * (var_ref gl_NormalMatrix@0x9caa8e0) (var_ref gl_Normal@0x9ca7b70) ) )) ) (assign (constant bool (1)) (xyz) (var_ref norm@0xb277060) (var_ref normalize_retval@0xb2774d0) ) (assign (constant bool (1)) (xyzw) (var_ref pos@0xb276840) (expression vec4 / (var_ref pos@0xb276840) (swiz w (var_ref pos@0xb276840) )) ) (call calcAtmospherics ((swiz xyz (expression vec4 * (var_ref gl_ModelViewMatrix@0x9caa2b0) (var_ref gl_Vertex@0xaf7bbe0) ) ))) (declare (temporary ) vec4 calcLighting_retval@0xb278e80) (assign (constant bool (1)) (xyzw) (var_ref calcLighting_retval@0xb278e80) (call calcLighting ((swiz xyz (var_ref pos@0xb276840) )(var_ref norm@0xb277060) (var_ref gl_Color@0x9ca7d80) (constant vec4 (0.000000 0.000000 0.000000 0.000000)) )) ) (assign (constant bool (1)) (xyzw) (var_ref gl_FrontColor@0x9ca97c0) (var_ref calcLighting_retval@0xb278e80) ) (declare (temporary ) vec4 texgen_object_retval@0xb27a670) (assign (constant bool (1)) (xyzw) (var_ref texgen_object_retval@0xb27a670) (call texgen_object ((var_ref gl_Vertex@0xaf7bbe0) (var_ref gl_MultiTexCoord0@0x9ca81e0) (array_ref (var_ref gl_TextureMatrix@0xb260db0) (constant int (0)) ) (array_ref (var_ref gl_ObjectPlaneS@0xb2630f0) (constant int (0)) ) (array_ref (var_ref gl_ObjectPlaneT@0xb263320) (constant int (0)) ) )) ) (assign (constant bool (1)) (xy) (array_ref (var_ref gl_TexCoord@0xb263bd0) (constant int (0)) ) (swiz xy (var_ref texgen_object_retval@0xb27a670) )) (assign (constant bool (1)) (zw) (array_ref (var_ref gl_TexCoord@0xb263bd0) (constant int (0)) ) (swiz xxxy (var_ref gl_MultiTexCoord1@0x9ca8410) )) (assign (constant bool (1)) (xy) (array_ref (var_ref gl_TexCoord@0xb263bd0) (constant int (1)) ) (expression vec2 + (swiz xy (var_ref gl_MultiTexCoord1@0x9ca8410) )(constant vec2 (-2.000000 -0.000000)) ) ) (assign (constant bool (1)) (zw) (array_ref (var_ref gl_TexCoord@0xb263bd0) (constant int (1)) ) (swiz xxxy (expression vec2 + (swiz xy (var_ref gl_MultiTexCoord1@0x9ca8410) )(constant vec2 (-1.000000 -0.000000)) ) )) )) ) ) 2010-09-20T23:35:52Z DEBUG: createShader: SHADER FILE: environment/terrainV.glsl mShaderLevel=2 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Loading shader file: environment/terrainF.glsl class 2 2010-09-20T23:35:52Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class2/environment/terrainF.glsl 2010-09-20T23:35:52Z INFO: loadShaderFile: Loading file: shaders/class2/environment/terrainF.glsl (Want class 2) GLSL source for shader 25: /** * @file terrainF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform sampler2D detail_0; uniform sampler2D detail_1; uniform sampler2D detail_2; uniform sampler2D detail_3; uniform sampler2D alpha_ramp; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 color); void main() { /// Note: This should duplicate the blending functionality currently used for the terrain rendering. /// TODO Confirm tex coords and bind them appropriately in vert shader. vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy); vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy); vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy); vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy); float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a; float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a; float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a; vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); /// Add WL Components outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb); gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0); } GLSL IR for shader 25: ( (declare (uniform ) sampler2D alpha_ramp@0xa4aa6c0) (declare (uniform ) sampler2D detail_3@0xa4aa490) (declare (uniform ) sampler2D detail_2@0xa4aa260) (declare (uniform ) sampler2D detail_1@0xa4aa070) (declare (uniform ) sampler2D detail_0@0xa4bf970) (declare (in ) vec4 gl_FragCoord@0x9448d80) (declare (in ) bool gl_FrontFacing@0xaf87b90) (declare (out ) vec4 gl_FragColor@0xaf87d90) (declare (out ) float gl_FragDepth@0x94698c0) (declare (in ) vec4 gl_Color@0x9469af0) (declare (in ) vec4 gl_SecondaryColor@0x9469d20) (declare (in ) float gl_FogFragCoord@0x9469f50) (declare (uniform ) mat4 gl_ModelViewMatrix@0x946a180) (declare (uniform ) mat4 gl_ProjectionMatrix@0x946a3b0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0x946a5e0) (declare (uniform ) mat3 gl_NormalMatrix@0x946a7b0) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0x946a9e0) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0x946ac30) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0x946ae80) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0x946b0d0) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0x946de50) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0x946e0a0) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0x946e2f0) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0x946e540) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0x946e790) (declare (uniform ) float gl_NormalScale@0x946e9c0) (declare (uniform ) gl_LightModelParameters gl_LightModel@0x946ebf0) (declare () int gl_MaxLights@0x946ee20) (declare () int gl_MaxClipPlanes@0x946f130) (declare () int gl_MaxTextureUnits@0x946f440) (declare () int gl_MaxTextureCoords@0x946f750) (declare () int gl_MaxVertexAttribs@0x946fa60) (declare () int gl_MaxVertexUniformComponents@0x946fd70) (declare () int gl_MaxVaryingFloats@0x94700a0) (declare () int gl_MaxVertexTextureImageUnits@0x8561f00) (declare () int gl_MaxCombinedTextureImageUnits@0x8562230) (declare () int gl_MaxTextureImageUnits@0x8562560) (declare () int gl_MaxFragmentUniformComponents@0x8562870) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0x8562ba0) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0x8562dd0) (declare (uniform ) (array vec4 6) gl_ClipPlane@0x8563000) (declare (uniform ) gl_PointParameters gl_Point@0x8563230) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0x8563460) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0x8563690) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0x85638c0) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0x8563af0) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0x8563d40) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0x8563f90) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0x85641c0) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0x85643f0) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0x8564620) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0x8564850) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0x8564a80) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0x8564cb0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0x8564ee0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0x8565110) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0x8565340) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0x8565570) (declare (uniform ) gl_FogParameters gl_Fog@0x85659f0) (declare (in ) (array vec4 0) gl_TexCoord@0x8565c10) (declare () int gl_MaxDrawBuffers@0x8565e40) (declare (out ) (array vec4 8) gl_FragData@0x8566150) (function atmosLighting (signature vec3 (parameters (declare (in ) vec3 light@0xa4aa8f0) ) ( )) ) (function scaleSoftClip (signature vec3 (parameters (declare (in ) vec3 color@0xa4aacf0) ) ( )) ) (function main (signature void (parameters ) ( (declare () vec4 outColor@0xa4b15d0) (declare () float alphaFinal@0xa4b0760) (declare () float alpha2@0xa4af900) (declare () float alpha1@0xa4aeaa0) (declare () vec4 color3@0xa4adcd0) (declare () vec4 color2@0xa4acf00) (declare () vec4 color1@0xa4ac130) (declare () vec4 color0@0xa4ab3f0) (declare (temporary ) vec4 texture2D_retval@0xa4ab930) (assign (constant bool (1)) (xyzw) (var_ref texture2D_retval@0xa4ab930) (call texture2D ((var_ref detail_0@0xa4bf970) (swiz xy (array_ref (var_ref gl_TexCoord@0x8565c10) (constant int (0)) ) ))) ) (assign (constant bool (1)) (xyzw) (var_ref color0@0xa4ab3f0) (var_ref texture2D_retval@0xa4ab930) ) (declare (temporary ) vec4 texture2D_retval@0xa4ac700) (assign (constant bool (1)) (xyzw) (var_ref texture2D_retval@0xa4ac700) (call texture2D ((var_ref detail_1@0xa4aa070) (swiz xy (array_ref (var_ref gl_TexCoord@0x8565c10) (constant int (0)) ) ))) ) (assign (constant bool (1)) (xyzw) (var_ref color1@0xa4ac130) (var_ref texture2D_retval@0xa4ac700) ) (declare (temporary ) vec4 texture2D_retval@0xa4ad4d0) (assign (constant bool (1)) (xyzw) (var_ref texture2D_retval@0xa4ad4d0) (call texture2D ((var_ref detail_2@0xa4aa260) (swiz xy (array_ref (var_ref gl_TexCoord@0x8565c10) (constant int (0)) ) ))) ) (assign (constant bool (1)) (xyzw) (var_ref color2@0xa4acf00) (var_ref texture2D_retval@0xa4ad4d0) ) (declare (temporary ) vec4 texture2D_retval@0xa4ae2a0) (assign (constant bool (1)) (xyzw) (var_ref texture2D_retval@0xa4ae2a0) (call texture2D ((var_ref detail_3@0xa4aa490) (swiz xy (array_ref (var_ref gl_TexCoord@0x8565c10) (constant int (0)) ) ))) ) (assign (constant bool (1)) (xyzw) (var_ref color3@0xa4adcd0) (var_ref texture2D_retval@0xa4ae2a0) ) (declare (temporary ) vec4 texture2D_retval@0xa4af070) (assign (constant bool (1)) (xyzw) (var_ref texture2D_retval@0xa4af070) (call texture2D ((var_ref alpha_ramp@0xa4aa6c0) (swiz zw (array_ref (var_ref gl_TexCoord@0x8565c10) (constant int (0)) ) ))) ) (assign (constant bool (1)) (x) (var_ref alpha1@0xa4aeaa0) (swiz w (var_ref texture2D_retval@0xa4af070) )) (declare (temporary ) vec4 texture2D_retval@0xa4afed0) (assign (constant bool (1)) (xyzw) (var_ref texture2D_retval@0xa4afed0) (call texture2D ((var_ref alpha_ramp@0xa4aa6c0) (swiz xy (array_ref (var_ref gl_TexCoord@0x8565c10) (constant int (1)) ) ))) ) (assign (constant bool (1)) (x) (var_ref alpha2@0xa4af900) (swiz w (var_ref texture2D_retval@0xa4afed0) )) (declare (temporary ) vec4 texture2D_retval@0xa4b0d40) (assign (constant bool (1)) (xyzw) (var_ref texture2D_retval@0xa4b0d40) (call texture2D ((var_ref alpha_ramp@0xa4aa6c0) (swiz zw (array_ref (var_ref gl_TexCoord@0x8565c10) (constant int (1)) ) ))) ) (assign (constant bool (1)) (x) (var_ref alphaFinal@0xa4b0760) (swiz w (var_ref texture2D_retval@0xa4b0d40) )) (declare (temporary ) vec4 mix_retval@0xa4b1a40) (assign (constant bool (1)) (xyzw) (var_ref mix_retval@0xa4b1a40) (call mix ((var_ref color3@0xa4adcd0) (var_ref color2@0xa4acf00) (var_ref alpha2@0xa4af900) )) ) (declare (temporary ) vec4 mix_retval@0xa4b1fe0) (assign (constant bool (1)) (xyzw) (var_ref mix_retval@0xa4b1fe0) (call mix ((var_ref color1@0xa4ac130) (var_ref color0@0xa4ab3f0) (var_ref alpha1@0xa4aeaa0) )) ) (declare (temporary ) vec4 mix_retval@0xa4b2460) (assign (constant bool (1)) (xyzw) (var_ref mix_retval@0xa4b2460) (call mix ((var_ref mix_retval@0xa4b1a40) (var_ref mix_retval@0xa4b1fe0) (var_ref alphaFinal@0xa4b0760) )) ) (assign (constant bool (1)) (xyzw) (var_ref outColor@0xa4b15d0) (var_ref mix_retval@0xa4b2460) ) (declare (temporary ) vec3 atmosLighting_retval@0xa4b3170) (assign (constant bool (1)) (xyz) (var_ref atmosLighting_retval@0xa4b3170) (call atmosLighting ((expression vec3 * (swiz xyz (var_ref mix_retval@0xa4b2460) )(swiz xyz (var_ref gl_Color@0x9469af0) )) )) ) (assign (constant bool (1)) (xyz) (var_ref outColor@0xa4b15d0) (swiz xyz (var_ref atmosLighting_retval@0xa4b3170) )) (declare (temporary ) vec3 scaleSoftClip_retval@0xa4b3bb0) (assign (constant bool (1)) (xyz) (var_ref scaleSoftClip_retval@0xa4b3bb0) (call scaleSoftClip ((swiz xyz (var_ref outColor@0xa4b15d0) ))) ) (declare (temporary ) vec4 vec_ctor@0xa4b3f70) (assign (constant bool (1)) (w) (var_ref vec_ctor@0xa4b3f70) (constant vec4 (0.000000 0.000000 0.000000 1.000000)) ) (assign (constant bool (1)) (xyz) (var_ref vec_ctor@0xa4b3f70) (swiz xyzx (var_ref scaleSoftClip_retval@0xa4b3bb0) )) (assign (constant bool (1)) (xyzw) (var_ref gl_FragColor@0xaf87d90) (var_ref vec_ctor@0xa4b3f70) ) )) ) ) 2010-09-20T23:35:52Z DEBUG: createShader: SHADER FILE: environment/terrainF.glsl mShaderLevel=2 ir_dereference_variable @ 0xadb2670 specifies undeclared variable `gl_LightModel' @ 0xa4ac950