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) 1600 x 900 - 32 bpp flags: 3
Setting display mode: 1600 x 900 - 32 bpp 60 hz
Init Glew...OK
Setting up OpenGL
Vendor: ATI Technologies Inc.
Renderer: ATI Mobility Radeon HD 5650
Version: 4.0.10188 Compatibility Profile Context
Max texture image units: 16
Max texture coord units: 16
Max texture buffer size: 268435456
Max texture array slices: 8192
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: 1
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
ShaderModel 2: 1
ShaderModel 3: 1
ShaderModel 4: 1
Max vertex uniforms: 4096
Max fragment uniforms: 1024
OGL ATIFragmentShader: 1
Tesselation: 0
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:
---------------------
Fragment shader failed to compile with the following errors:
WARNING: 0:4: warning(#62) enable/warn/disable extension isn't found, extension 'GL_ARB_shading_language_420pack' is not supported
ERROR: 0:13: error(#279) Invalid layout qualifier 'binding'
ERROR: error(#273) 1 compilation errors. No code generated