(09-26-2015, 04:08 PM)Mugbill Wrote: If it's not working, try updating your drivers manually, as stated in the troubleshooting guide. If that doesn't work, there might not be much that can be done. The card is not supported.
You can post your hpl.log found in Documents/My Games/SOMA
I have yes
Initializing Graphics Module
--------------------------------------------------------
Init lowlevel graphics: -1x-1 bpp:32 rr: 60 fs:0 ms:0 driver: 0 cap:'SOMA Loading...' pos:(-1x-1)
Available drivers:
(0) - 'windows'
(1) - 'dummy'
Creating window: (-1,-1) 1366 x 768 - 32 bpp flags: 3
Setting display mode: 1366 x 768 - 32 bpp 60 hz
Init Glew...OK
Setting up OpenGL
Vendor: Intel
Renderer: Intel(R) HD Graphics 4000
Version: 4.0.0 - Build 9.17.10.2849
Max texture image units: 16
Max texture coord units: 8
Max texture buffer size: 65536
Max texture array slices: 2048
Max user clip planes: 8
Two sided stencil: 1
Vertex Buffer Object: 1
Anisotropic filtering: 1
Max Anisotropic degree: 16
Multisampling: 1
Texture compression: 1
Texture compression S3TC: 1
Texture compression 3DC: 0
Texture sRGB: 1
Geometry Instancing: 1
Auto generate MipMaps: 1
Render to texture: 1
Max draw buffers: 8
Max color render targets: 8
Packed depth-stencil: 1
Texture float: 1
GLSL Version: 4.00 - Build 9.17.10.2849
ShaderModel 2: 1
ShaderModel 3: 1
ShaderModel 4: 1
Max vertex uniforms: 1024
Max fragment uniforms: 1024
OGL ATIFragmentShader: 0
Tesselation: 1
MultiBindTex: 0
ERROR: Failed to compile GLSL shader ''!
Shader code:
-------------------
[0001] #version 330
[0002] #extension GL_ARB_explicit_attrib_location : enable
[0003] #extension GL_ARB_uniform_buffer_object : enable
[0004] #extension GL_ARB_shading_language_420pack: enable
[0005] ////////////////////////////////////////////////////////
[0006] // Deferred Skybox - Fragment Shader
[0007] //
[0008] // samples a cubemap skybox
[0009] ////////////////////////////////////////////////////////
[0010]
[0011]
[0012]
[0013] layout(binding = 0) uniform samplerCube aSkyMap;
[0014]
[0015] in vec4 px_vPosition;
[0016] in vec4 px_vTexCoord0;
[0017] in vec4 px_vColor;
[0018] layout(location = 0) out vec4 out_vColor;
[0019]
[0020] void main()
[0021] {
[0022] vec4 px_vPosition = gl_FragCoord;
[0023] bool px_bFrontFacing = gl_FrontFacing;
[0024] int px_lPrimitiveID = gl_PrimitiveID;
[0025]
[0026]
[0027] vec4 vFinalColor;
[0028]
[0029] ////////////////////
[0030] //Diffuse
[0031] vFinalColor = texture(aSkyMap, px_vTexCoord0.xyz);
[0032]
[0033] //Convert color to linear space if needed
[0034]
[0035] vFinalColor.rgb = pow(vFinalColor.rgb, vec3(2.2));
[0036]
[0037]
[0038]
[0039] // Multiply with 8.0 to increase precision
---------------------
Compile log:
---------------------
WARNING: 0:3: extension 'GL_ARB_uniform_buffer_object' is not supported
WARNING: 0:4: extension 'GL_ARB_shading_language_420pack' is not supported
ERROR: 0:13: 'binding' : syntax error syntax error