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void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Color = gl_Color;
vec4 tmp_tex;
}
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Color = gl_Color;
vec4 tmp_tex;
_gl4es_TexCoord_0 = gl_MultiTexCoord0.xy / gl_MultiTexCoord0.q;
}
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Color = gl_Color;
vec4 tmp_tex;
_gl4es_TexCoord_0 = gl_MultiTexCoord0.xy / gl_MultiTexCoord0.q;
}
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Color = gl_Color;
vec4 tmp_tex;
}
void main(){
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
gl_Position = vec4(outPos.xy, 0.2, 1.0);
void main(){
vec4 center = texture2D(DiffuseSampler, texCoord);
vec4 left = texture2D(DiffuseSampler, texCoord - vec2(oneTexel.x, 0.0));
vec4 right = texture2D(DiffuseSampler, texCoord + vec2(oneTexel.x, 0.0));
vec4 up = texture2D(DiffuseSampler, texCoord - vec2(0.0, oneTexel.y));
vec4 down = texture2D(DiffuseSampler, texCoord + vec2(0.0, oneTexel.y));
float leftDiff = abs(center.a - left.a);
float rightDiff = abs(center.a - right.a);
float upDiff = abs(center.a - up.a);
float downDiff = abs(center.a - down.a);
float total = clamp(leftDiff + rightDiff + upDiff + downDiff, 0.0, 1.0);
vec3 outColor = center.rgb * center.a + left.rgb * left.a + right.rgb * right.a
+ up.rgb * up.a + down.rgb * down.a;
gl_FragColor = vec4(outColor * 0.2, total);
}
void main() {
vec4 blurred = vec4(0.0);
float totalStrength = 0.0;
float totalAlpha = 0.0;
float totalSamples = 0.0;
for(float r = -Radius; r <= Radius; r += 1.0) {
vec4 sampleValue = texture2D(DiffuseSampler, texCoord + oneTexel * r *
BlurDir);
void main(){
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
gl_Position = vec4(outPos.xy, 0.2, 1.0);
void main(){
gl_FragColor = texture2D(DiffuseSampler, texCoord) * ColorModulate;
}
void main() {
vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Color = gl_Color;
vec4 tmp_tex;
_gl4es_TexCoord_0 = gl_MultiTexCoord0.xy / gl_MultiTexCoord0.q;
tmp_tex = (_gl4es_TextureMatrix_2 * gl_MultiTexCoord2);
_gl4es_TexCoord_2 = tmp_tex.xy / tmp_tex.q;
FogSrc = vertex.z;
}
void main() {
vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Color = gl_FrontMaterial.emission;
Color += gl_Color*gl_LightModel.ambient;
highp float att;
highp float spot;
highp vec3 VP;
highp float lVP;
highp float nVP;
highp vec3 aa,dd,ss;
highp vec3 hi;
att = 1.0;
VP = normalize(_gl4es_LightSource_0.position.xyz);
aa = gl_Color.xyz * _gl4es_LightSource_0.ambient.xyz;
nVP = dot(normal, VP);
dd = (nVP>0.)?(nVP * gl_Color.xyz * _gl4es_LightSource_0.diffuse.xyz):vec3(0.);
hi = normalize(VP + vec3(0., 0., 1.));
lVP = dot(normal, hi);
ss = (nVP>0. && lVP>0.)?(_gl4es_FrontLightProduct_0.specular.xyz):vec3(0.);
Color.rgb += att*(aa+dd+ss);
att = 1.0;
VP = normalize(_gl4es_LightSource_1.position.xyz);
aa = gl_Color.xyz * _gl4es_LightSource_1.ambient.xyz;
nVP = dot(normal, VP);
dd = (nVP>0.)?(nVP * gl_Color.xyz * _gl4es_LightSource_1.diffuse.xyz):vec3(0.);
hi = normalize(VP + vec3(0., 0., 1.));
lVP = dot(normal, hi);
ss = (nVP>0. && lVP>0.)?(_gl4es_FrontLightProduct_1.specular.xyz):vec3(0.);
Color.rgb += att*(aa+dd+ss);
Color.a = gl_Color.a;
Color.rgb = clamp(Color.rgb, 0., 1.);
vec4 tmp_tex;
_gl4es_TexCoord_0 = gl_MultiTexCoord0.xy / gl_MultiTexCoord0.q;
tmp_tex = (_gl4es_TextureMatrix_1 * gl_MultiTexCoord1);
_gl4es_TexCoord_1 = tmp_tex.xy / tmp_tex.q;
tmp_tex = (_gl4es_TextureMatrix_2 * gl_MultiTexCoord2);
_gl4es_TexCoord_2 = tmp_tex.xy / tmp_tex.q;
FogSrc = vertex.z;
}
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Color = gl_Color;
vec4 tmp_tex;
_gl4es_TexCoord_0 = gl_MultiTexCoord0.xy / gl_MultiTexCoord0.q;
}
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Color = gl_Color;
vec4 tmp_tex;
_gl4es_TexCoord_0 = gl_MultiTexCoord0.xy / gl_MultiTexCoord0.q;
}
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Color = gl_Color;
vec4 tmp_tex;
}
void main() {
vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Color = gl_Color;
vec4 tmp_tex;
_gl4es_TexCoord_0 = gl_MultiTexCoord0.xy / gl_MultiTexCoord0.q;
tmp_tex = (_gl4es_TextureMatrix_2 * gl_MultiTexCoord2);
_gl4es_TexCoord_2 = tmp_tex.xy / tmp_tex.q;
FogSrc = vertex.z;
}
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Color = gl_Color;
vec4 tmp_tex;
_gl4es_TexCoord_0 = gl_MultiTexCoord0.xy / gl_MultiTexCoord0.q;
tmp_tex = (_gl4es_TextureMatrix_2 * gl_MultiTexCoord2);
_gl4es_TexCoord_2 = tmp_tex.xy / tmp_tex.q;
}
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Color = gl_Color;
vec4 tmp_tex;
_gl4es_TexCoord_0 = gl_MultiTexCoord0.xy / gl_MultiTexCoord0.q;
tmp_tex = (_gl4es_TextureMatrix_2 * gl_MultiTexCoord2);
_gl4es_TexCoord_2 = tmp_tex.xy / tmp_tex.q;
}
New VGPU Shader output:
#version 100
precision highp float;
precision highp int;
attribute highp vec4 _gl4es_Vertex;
attribute lowp vec4 _gl4es_Color;
attribute highp vec4 _gl4es_MultiTexCoord0;
attribute highp vec4 _gl4es_MultiTexCoord2;
uniform highp mat4 _gl4es_TModelViewProjectionMatrix;
bool tmpvar_1;
bool tmpvar_2;
varying vec4 Color;
varying vec2 _gl4es_TexCoord_0;
varying vec2 _gl4es_TexCoord_2;
uniform mat4 _gl4es_TextureMatrix_2;
void main(){
tmpvar_1 = bool(0);
tmpvar_2 = bool(0);
vec4 tmpvar_3;
tmpvar_3.x = dot (_gl4es_Vertex, _gl4es_TModelViewProjectionMatrix[0]);
tmpvar_3.y = dot (_gl4es_Vertex, _gl4es_TModelViewProjectionMatrix[1]);
tmpvar_3.z = dot (_gl4es_Vertex, _gl4es_TModelViewProjectionMatrix[2]);
tmpvar_3.w = dot (_gl4es_Vertex, _gl4es_TModelViewProjectionMatrix[3]);
gl_Position = tmpvar_3;
Color = _gl4es_Color;
_gl4es_TexCoord_0 = (_gl4es_MultiTexCoord0.xy / _gl4es_MultiTexCoord0.w);
vec4 tmpvar_4;
tmpvar_4 = ((((_gl4es_TextureMatrix_2[0] * _gl4es_MultiTexCoord2.x) +
(_gl4es_TextureMatrix_2[1] * _gl4es_MultiTexCoord2.y)) + (_gl4es_TextureMatrix_2[2]
* _gl4es_MultiTexCoord2.z)) + (_gl4es_TextureMatrix_2[3] *
_gl4es_MultiTexCoord2.w));
_gl4es_TexCoord_2 = (tmpvar_4.xy / tmpvar_4.w);
}
void main() {
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Color = gl_FrontMaterial.emission;
Color += gl_Color*gl_LightModel.ambient;
highp float att;
highp float spot;
highp vec3 VP;
highp float lVP;
highp float nVP;
highp vec3 aa,dd,ss;
highp vec3 hi;
att = 1.0;
VP = normalize(_gl4es_LightSource_0.position.xyz);
aa = gl_Color.xyz * _gl4es_LightSource_0.ambient.xyz;
nVP = dot(normal, VP);
dd = (nVP>0.)?(nVP * gl_Color.xyz * _gl4es_LightSource_0.diffuse.xyz):vec3(0.);
hi = normalize(VP + vec3(0., 0., 1.));
lVP = dot(normal, hi);
ss = (nVP>0. && lVP>0.)?(_gl4es_FrontLightProduct_0.specular.xyz):vec3(0.);
Color.rgb += att*(aa+dd+ss);
att = 1.0;
VP = normalize(_gl4es_LightSource_1.position.xyz);
aa = gl_Color.xyz * _gl4es_LightSource_1.ambient.xyz;
nVP = dot(normal, VP);
dd = (nVP>0.)?(nVP * gl_Color.xyz * _gl4es_LightSource_1.diffuse.xyz):vec3(0.);
hi = normalize(VP + vec3(0., 0., 1.));
lVP = dot(normal, hi);
ss = (nVP>0. && lVP>0.)?(_gl4es_FrontLightProduct_1.specular.xyz):vec3(0.);
Color.rgb += att*(aa+dd+ss);
Color.a = gl_Color.a;
Color.rgb = clamp(Color.rgb, 0., 1.);
vec4 tmp_tex;
_gl4es_TexCoord_0 = gl_MultiTexCoord0.xy / gl_MultiTexCoord0.q;
tmp_tex = (_gl4es_TextureMatrix_1 * gl_MultiTexCoord1);
_gl4es_TexCoord_1 = tmp_tex.xy / tmp_tex.q;
tmp_tex = (_gl4es_TextureMatrix_2 * gl_MultiTexCoord2);
_gl4es_TexCoord_2 = tmp_tex.xy / tmp_tex.q;
}
void main() {
vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Color = gl_FrontMaterial.emission;
Color += gl_Color*gl_LightModel.ambient;
highp float att;
highp float spot;
highp vec3 VP;
highp float lVP;
highp float nVP;
highp vec3 aa,dd,ss;
highp vec3 hi;
att = 1.0;
VP = normalize(_gl4es_LightSource_0.position.xyz);
aa = gl_Color.xyz * _gl4es_LightSource_0.ambient.xyz;
nVP = dot(normal, VP);
dd = (nVP>0.)?(nVP * gl_Color.xyz * _gl4es_LightSource_0.diffuse.xyz):vec3(0.);
hi = normalize(VP + vec3(0., 0., 1.));
lVP = dot(normal, hi);
ss = (nVP>0. && lVP>0.)?(_gl4es_FrontLightProduct_0.specular.xyz):vec3(0.);
Color.rgb += att*(aa+dd+ss);
att = 1.0;
VP = normalize(_gl4es_LightSource_1.position.xyz);
aa = gl_Color.xyz * _gl4es_LightSource_1.ambient.xyz;
nVP = dot(normal, VP);
dd = (nVP>0.)?(nVP * gl_Color.xyz * _gl4es_LightSource_1.diffuse.xyz):vec3(0.);
hi = normalize(VP + vec3(0., 0., 1.));
lVP = dot(normal, hi);
ss = (nVP>0. && lVP>0.)?(_gl4es_FrontLightProduct_1.specular.xyz):vec3(0.);
Color.rgb += att*(aa+dd+ss);
Color.a = gl_Color.a;
Color.rgb = clamp(Color.rgb, 0., 1.);
vec4 tmp_tex;
_gl4es_TexCoord_0 = gl_MultiTexCoord0.xy / gl_MultiTexCoord0.q;
tmp_tex = (_gl4es_TextureMatrix_1 * gl_MultiTexCoord1);
_gl4es_TexCoord_1 = tmp_tex.xy / tmp_tex.q;
tmp_tex = (_gl4es_TextureMatrix_2 * gl_MultiTexCoord2);
_gl4es_TexCoord_2 = tmp_tex.xy / tmp_tex.q;
FogSrc = vertex.z;
}
[15:23:13] [Server thread/WARN]: Can't keep up! Is the server overloaded? Running
3104ms or 62 ticks behind
[15:23:42] [Server thread/WARN]: Can't keep up! Is the server overloaded? Running
14085ms or 281 ticks behind
[15:24:09] [Server thread/WARN]: Can't keep up! Is the server overloaded? Running
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[15:24:27] [Server thread/WARN]: Can't keep up! Is the server overloaded? Running
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[15:24:45] [Server thread/WARN]: Can't keep up! Is the server overloaded? Running
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[15:25:29] [Server thread/WARN]: Can't keep up! Is the server overloaded? Running
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[15:25:47] [Server thread/WARN]: Can't keep up! Is the server overloaded? Running
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New VGPU Shader source:
// FPE_Shader generated
varying vec4 Color;
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Color = gl_Color;
vec4 tmp_tex;
}
void main() {
vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Color = gl_Color;
vec4 tmp_tex;
FogSrc = vertex.z;
}
void main() {
vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Color = gl_FrontMaterial.emission;
Color += gl_Color*gl_LightModel.ambient;
highp float att;
highp float spot;
highp vec3 VP;
highp float lVP;
highp float nVP;
highp vec3 aa,dd,ss;
highp vec3 hi;
att = 1.0;
VP = normalize(_gl4es_LightSource_0.position.xyz);
aa = gl_Color.xyz * _gl4es_LightSource_0.ambient.xyz;
nVP = dot(normal, VP);
dd = (nVP>0.)?(nVP * gl_Color.xyz * _gl4es_LightSource_0.diffuse.xyz):vec3(0.);
hi = normalize(VP + vec3(0., 0., 1.));
lVP = dot(normal, hi);
ss = (nVP>0. && lVP>0.)?(_gl4es_FrontLightProduct_0.specular.xyz):vec3(0.);
Color.rgb += att*(aa+dd+ss);
att = 1.0;
VP = normalize(_gl4es_LightSource_1.position.xyz);
aa = gl_Color.xyz * _gl4es_LightSource_1.ambient.xyz;
nVP = dot(normal, VP);
dd = (nVP>0.)?(nVP * gl_Color.xyz * _gl4es_LightSource_1.diffuse.xyz):vec3(0.);
hi = normalize(VP + vec3(0., 0., 1.));
lVP = dot(normal, hi);
ss = (nVP>0. && lVP>0.)?(_gl4es_FrontLightProduct_1.specular.xyz):vec3(0.);
Color.rgb += att*(aa+dd+ss);
Color.a = gl_Color.a;
Color.rgb = clamp(Color.rgb, 0., 1.);
vec4 tmp_tex;
_gl4es_TexCoord_0 = gl_MultiTexCoord0.xy / gl_MultiTexCoord0.q;
tmp_tex = (_gl4es_TextureMatrix_1 * gl_MultiTexCoord1);
_gl4es_TexCoord_1 = tmp_tex.xy / tmp_tex.q;
tmp_tex = (_gl4es_TextureMatrix_2 * gl_MultiTexCoord2);
_gl4es_TexCoord_2 = tmp_tex.xy / tmp_tex.q;
FogSrc = vertex.z;
}
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Color = gl_Color;
vec4 tmp_tex;
}
void main() {
vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Color = gl_FrontMaterial.emission;
Color += gl_Color*gl_LightModel.ambient;
highp float att;
highp float spot;
highp vec3 VP;
highp float lVP;
highp float nVP;
highp vec3 aa,dd,ss;
highp vec3 hi;
att = 1.0;
VP = normalize(_gl4es_LightSource_0.position.xyz);
aa = gl_Color.xyz * _gl4es_LightSource_0.ambient.xyz;
nVP = dot(normal, VP);
dd = (nVP>0.)?(nVP * gl_Color.xyz * _gl4es_LightSource_0.diffuse.xyz):vec3(0.);
hi = normalize(VP + vec3(0., 0., 1.));
lVP = dot(normal, hi);
ss = (nVP>0. && lVP>0.)?(_gl4es_FrontLightProduct_0.specular.xyz):vec3(0.);
Color.rgb += att*(aa+dd+ss);
att = 1.0;
VP = normalize(_gl4es_LightSource_1.position.xyz);
aa = gl_Color.xyz * _gl4es_LightSource_1.ambient.xyz;
nVP = dot(normal, VP);
dd = (nVP>0.)?(nVP * gl_Color.xyz * _gl4es_LightSource_1.diffuse.xyz):vec3(0.);
hi = normalize(VP + vec3(0., 0., 1.));
lVP = dot(normal, hi);
ss = (nVP>0. && lVP>0.)?(_gl4es_FrontLightProduct_1.specular.xyz):vec3(0.);
Color.rgb += att*(aa+dd+ss);
Color.a = gl_Color.a;
Color.rgb = clamp(Color.rgb, 0., 1.);
vec4 tmp_tex;
_gl4es_TexCoord_0 = gl_MultiTexCoord0.xy / gl_MultiTexCoord0.q;
tmp_tex = (_gl4es_TextureMatrix_1 * gl_MultiTexCoord1);
_gl4es_TexCoord_1 = tmp_tex.xy / tmp_tex.q;
tmp_tex = (_gl4es_TextureMatrix_2 * gl_MultiTexCoord2);
_gl4es_TexCoord_2 = tmp_tex.xy / tmp_tex.q;
FogSrc = vertex.z;
}
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Color = gl_Color;
vec4 tmp_tex;
_gl4es_TexCoord_0 = gl_MultiTexCoord0.xy / gl_MultiTexCoord0.q;
}
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Color = gl_Color;
vec4 tmp_tex;
tmp_tex = (_gl4es_TextureMatrix_2 * gl_MultiTexCoord2);
_gl4es_TexCoord_2 = tmp_tex.xy / tmp_tex.q;
}
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Color = gl_Color;
vec4 tmp_tex;
tmp_tex = (_gl4es_TextureMatrix_0 * gl_MultiTexCoord0);
_gl4es_TexCoord_0 = tmp_tex.xy / tmp_tex.q;
}