
Originally Posted by
Azpegath
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...