Quote Originally Posted by Azpegath View Post
He should be running the latest VDrift (2011-09) instead of the one from 2010-06, perhaps that is a lot better.
I tested vdrift a very little bit today on mesa git on HD 6550 mobile. At least one shader failed to compile:
Code:
INFO: ----- Start Shader Compile Log for /usr/share/vdrift//shaders/logluminance/fragment.glsl -----
INFO: 0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)'
      0:35(73): error: type mismatch
      0:35(73): error: Operands to arithmetic operators must be numeric
      
INFO: ----- End Shader Compile Log -----
INFO: ----- Start Shader Link Log for /usr/share/vdrift//shaders/logluminance/vertex.glsl and /usr/share/vdrift//shaders/logluminance/fragment.glsl -----
INFO: error: linking with uncompiled shader
INFO: ----- End Shader Link Log -----
ERROR: Shader compilation failure: /usr/share/vdrift//shaders/logluminance/vertex.glsl and /usr/share/vdrift//shaders/logluminance/fragment.glsl
ERROR: 
ERROR: Vertex shader:
ERROR: 1    : #version 120
ERROR: 2    : #define _TINY_
ERROR: 3    : #define _SSAO_HIGH_
ERROR: 4    : #define _NORMALMAPS_
ERROR: 5    : #define _SHADOWSHIGH_
ERROR: 6    : #define _CSM3_
ERROR: 7    : #define _CSM2_
ERROR: 8    : #define _SHADOWS_
ERROR: 9    : #define _REFLECTIONDYNAMIC_
ERROR: 10   : #define SCREENRESY 720
ERROR: 11   : #define SCREENRESX 1280
ERROR: 12   : varying vec2 tu0coord;
ERROR: 13   : 
ERROR: 14   : void main()
ERROR: 15   : {
ERROR: 16   :   // Transforming the vertex
ERROR: 17   :   gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
ERROR: 18   : 
ERROR: 19   :   tu0coord = vec2(gl_MultiTexCoord0);
ERROR: 20   : }
ERROR: 21   : 
ERROR: 
ERROR: Fragment shader:
ERROR: 1    : #version 120
ERROR: 2    : #define _TINY_
ERROR: 3    : #define _SSAO_HIGH_
ERROR: 4    : #define _NORMALMAPS_
ERROR: 5    : #define _SHADOWSHIGH_
ERROR: 6    : #define _CSM3_
ERROR: 7    : #define _CSM2_
ERROR: 8    : #define _SHADOWS_
ERROR: 9    : #define _REFLECTIONDYNAMIC_
ERROR: 10   : #define SCREENRESY 720
ERROR: 11   : #define SCREENRESX 1280
ERROR: 12   : varying vec2 tu0coord;
ERROR: 13   : 
ERROR: 14   : uniform sampler2D tu0_2D;
ERROR: 15   : 
ERROR: 16   : const vec3 LUMINANCE = vec3(0.2125, 0.7154, 0.0721);
ERROR: 17   : const float DELTA = 0.0001;
ERROR: 18   : 
ERROR: 19   : /*const float scale = 0.1;
ERROR: 20   : const float offset = 5.;
ERROR: 21   : const float timefactor = 0.1;
ERROR: 22   : const float scale_tiny = 3.0;
ERROR: 23   : const float offset_tiny = -0.12;*/
ERROR: 24   : 
ERROR: 25   : const float scale = 0.25;
ERROR: 26   : const float offset = 2.0;
ERROR: 27   : const float timefactor = 0.1;
ERROR: 28   : //const float timefactor = 1.0;
ERROR: 29   : 
ERROR: 30   : void main()
ERROR: 31   : {
ERROR: 32   :   #ifdef _TINY_
ERROR: 33   :   float lod = 9;
ERROR: 34   :   //gl_FragColor.rgb = vec3(1.,1.,1.)*(texture2DLod(tu0_2D, tu0coord, lod).r+offset_tiny)*scale_tiny;
ERROR: 35   :   gl_FragColor.rgb = vec3(1.,1.,1.)*texture2DLod(tu0_2D, tu0coord, lod).r;
ERROR: 36   :   gl_FragColor.a = timefactor;
ERROR: 37   :   #else
ERROR: 38   :   float luminance = dot(LUMINANCE,texture2D(tu0_2D, tu0coord).rgb);
ERROR: 39   :   float logluminance = log(luminance+DELTA);
ERROR: 40   :   gl_FragColor.rgb = vec3(1.,1.,1.)*(logluminance+offset)*scale;
ERROR: 41   :   #endif
ERROR: 42   : }
ERROR: 43   : 
ERROR: 
ERROR: Disabling shaders due to shader loading error
The game runs actually pretty well, except for the car, which is completely white...