My Model Viewer crashes as pretty much as soon as it starts up and starts working. It shows the Initializing... text at the top next to the program name and then the No Model Loaded! and then stops working and the screen never boots up the Model Viewer screen, it remains black until it crashes. I have included the log below.
-------- THE HPL ENGINE LOG ------------
Engine build ID 20100731000830
Initializing Graphics Module
--------------------------------------------------------
Setting video mode: 1024 x 768 - 32 bpp
Init Glew...OK
Setting up OpenGL
Vendor: Intel
Renderer: Intel® HD Graphics
Version: 3.1.0 - Build 9.17.10.3062
Max texture image units: 16
Max texture coord units: 8
Max user clip planes: 6
Two sided stencil: 1
Vertex Buffer Object: 1
Anisotropic filtering: 1
Max Anisotropic degree: 16
Multisampling: 1
Texture compression: 1
Texture compression S3TC: 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: 1.40 - Intel Build 9.17.10.3062
ShaderModel 2: 1
ShaderModel 3: 1
ShaderModel 4: 0
OGL ATIFragmentShader: 0
ERROR: Failed to compile GLSL shader 'C:/Program Files (x86)/Amnesia - The Dark Descent/redist/core/shaders/deferred_ssao_blur_frag.glsl'!
Shader code:
-------------------
[0001] #version 120
[0002] #extension GL_ARB_texture_rectangle : enable
[0003]
[0004] ////////////////////
[0005] // Arguments
[0006] uniform float afFarPlane;
[0007]
[0008] ////////////////////
[0009] // Samplers
[0010] uniform sampler2DRect occMap;
[0011]
[0012]
[0013] uniform sampler2DRect depthMap;
[0014]
[0015]
[0016] ////////////////////////////////////
[0017] // Initialize these down in MAIN due to Mac OS X OpenGL Driver
[0018]
[0019] const float vMul[9] = float[9](0.05, 0.1, 0.25, 0.3, 0.1, 0.3, 0.25, 0.1, 0.05);
[0020] const float fOffset[9] = float[9](-3.35, -2.35, -1.35, -0.35, 0.0, 0.35, 1.35, 2.35, 3.35);
[0021]
[0022]
[0023] ////////////////////
[0024] // MAIN
[0025] void main()
[0026] {
[0027] //Mac cannot initialize outside of main
[0028]
[0029] //Get the core (at center) depth and create the minimum depth based on that.
[0030] float fCoreDepth = texture2DRect(depthMap, gl_FragCoord.xy).x;
[0031] float fMinDepth = fCoreDepth - 0.2 / afFarPlane;
[0032] //float fMaxDepth = fCoreDepth + 0.5 / afFarPlane; <- can skip since it does not give that much impact.
[0033]
[0034] //Offset mul depends on the direction of the blur.
[0035] float fBlurSize = 2.0;
[0036]
[0037] vec2 vOffsetMul = vec2(1.0, 0.0) * fBlurSize;
[0038]
[0039]
[0040]
[0041] vec3 vAmount =vec3(0.0);
[0042] float fMulSum =0.0;
[0043] for(int i=0; i<9; i+=1)
[0044] {
[0045] vec2 vCoordOffset = fOffset[i] * vOffsetMul;
[0046] vec2 vUVPos = gl_TexCoord[0].xy + vCoordOffset;
[0047]
[0048] vec3 vOcc = texture2DRect(occMap, vUVPos).xyz;
[0049] float fDepth = texture2DRect(depthMap, vUVPos).x;
[0050]
[0051] float fMul = vMul[i];
[0052]
[0053] //Skip any pixels where depth is lower (in front of) the core depth
[0054] //Do not want foreground leaking into background (opposite is acceptable though)
[0055] if(fDepth < fMinDepth) fMul*=0.25;
[0056] //if(fDepth > fMaxDepth) fMul=0; <- can skip since it does not give that much impact.
[0057]
[0058] vOcc *= fMul;
[0059]
[0060] fMulSum += fMul;
[0061] vAmount += vOcc;
[0062] }
[0063]
[0064] vAmount /= fMulSum;
[0065]
[0066] gl_FragColor.xyz = vAmount;
---------------------
Compile log:
---------------------
ERROR: 0:19: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:19: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:20: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:20: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:45: 'fOffset' : left of '[' is not of type array, matrix, or vector
ERROR: 0:51: 'vMul' : left of '[' is not of type array, matrix, or vector
---------------------
ERROR: Couldn't create program 'deferred_ssao_blur_frag.glsl'
ERROR: Failed to compile GLSL shader 'C:/Program Files (x86)/Amnesia - The Dark Descent/redist/core/shaders/deferred_ssao_blur_frag.glsl'!
Shader code:
-------------------
[0001] #version 120
[0002] #extension GL_ARB_texture_rectangle : enable
[0003]
[0004] ////////////////////
[0005] // Arguments
[0006] uniform float afFarPlane;
[0007]
[0008] ////////////////////
[0009] // Samplers
[0010] uniform sampler2DRect occMap;
[0011]
[0012]
[0013] uniform sampler2DRect depthMap;
[0014]
[0015]
[0016] ////////////////////////////////////
[0017] // Initialize these down in MAIN due to Mac OS X OpenGL Driver
[0018]
[0019] const float vMul[9] = float[9](0.05, 0.1, 0.25, 0.3, 0.1, 0.3, 0.25, 0.1, 0.05);
[0020] const float fOffset[9] = float[9](-3.35, -2.35, -1.35, -0.35, 0.0, 0.35, 1.35, 2.35, 3.35);
[0021]
[0022]
[0023] ////////////////////
[0024] // MAIN
[0025] void main()
[0026] {
[0027] //Mac cannot initialize outside of main
[0028]
[0029] //Get the core (at center) depth and create the minimum depth based on that.
[0030] float fCoreDepth = texture2DRect(depthMap, gl_FragCoord.xy).x;
[0031] float fMinDepth = fCoreDepth - 0.2 / afFarPlane;
[0032] //float fMaxDepth = fCoreDepth + 0.5 / afFarPlane; <- can skip since it does not give that much impact.
[0033]
[0034] //Offset mul depends on the direction of the blur.
[0035] float fBlurSize = 2.0;
[0036]
[0037] vec2 vOffsetMul = vec2(0.0, 1.0) * fBlurSize;
[0038]
[0039]
[0040]
[0041] vec3 vAmount =vec3(0.0);
[0042] float fMulSum =0.0;
[0043] for(int i=0; i<9; i+=1)
[0044] {
[0045] vec2 vCoordOffset = fOffset[i] * vOffsetMul;
[0046] vec2 vUVPos = gl_TexCoord[0].xy + vCoordOffset;
[0047]
[0048] vec3 vOcc = texture2DRect(occMap, vUVPos).xyz;
[0049] float fDepth = texture2DRect(depthMap, vUVPos).x;
[0050]
[0051] float fMul = vMul[i];
[0052]
[0053] //Skip any pixels where depth is lower (in front of) the core depth
[0054] //Do not want foreground leaking into background (opposite is acceptable though)
[0055] if(fDepth < fMinDepth) fMul*=0.25;
[0056] //if(fDepth > fMaxDepth) fMul=0; <- can skip since it does not give that much impact.
[0057]
[0058] vOcc *= fMul;
[0059]
[0060] fMulSum += fMul;
[0061] vAmount += vOcc;
[0062] }
[0063]
[0064] vAmount /= fMulSum;
[0065]
[0066] gl_FragColor.xyz = vAmount;
---------------------
Compile log:
---------------------
ERROR: 0:19: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:19: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:20: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:20: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:45: 'fOffset' : left of '[' is not of type array, matrix, or vector
ERROR: 0:51: 'vMul' : left of '[' is not of type array, matrix, or vector
---------------------
ERROR: Couldn't create program 'deferred_ssao_blur_frag.glsl'
Adding engine materials
Adding engine post effects
ERROR: Failed to compile GLSL shader 'C:/Program Files (x86)/Amnesia - The Dark Descent/redist/core/shaders/posteffect_bloom_blur_frag.glsl'!
Shader code:
-------------------
[0001] ////////////////////////////////////////////////////////
[0002] // PostEffect Bloom Blur - Fragment Shader
[0003] //
[0004] // Blur effect for the bloom post effect
[0005] ////////////////////////////////////////////////////////
[0006]
[0007] #version 120
[0008] #extension GL_ARB_texture_rectangle : enable
[0009]
[0010] uniform sampler2DRect diffuseMap;
[0011]
[0012]
[0013] uniform float afBlurSize;
[0014]
[0015] // Initialize these down in MAIN due to Mac OS X OpenGL Driver
[0016]
[0017] const float vMul[5] = float[5] ( 0.25, 0.3, 0.5, 0.3, 0.25);
[0018] const float fOffset[5] = float[5]( -2.5, -0.75, 0.0, 0.75, 2.5);
[0019]
[0020] const float fMulSum = 0.25+0.3+0.5+0.3+0.25;
[0021]
[0022] void main()
[0023] {
[0024]
[0025] vec3 vAmount =vec3(0);
[0026]
[0027]
[0028] vec2 vOffsetMul = vec2(0.0, 1.0)*afBlurSize;
[0029]
[0030]
[0031] for(int i=0; i<5; i+=1)
[0032] {
[0033] vec2 vOffset = vec2(fOffset[i])*vOffsetMul;
[0034] vec3 vColor = texture2DRect(diffuseMap, gl_TexCoord[0].xy + vOffset).xyz;
[0035] vAmount += vColor * vMul[i];
[0036] }
[0037]
[0038] vAmount /= fMulSum;
[0039]
[0040] gl_FragColor.xyz = vAmount;
[0041] gl_FragColor.w = 1.0;
---------------------
Compile log:
---------------------
ERROR: 0:17: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:17: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:18: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:18: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:33: 'fOffset' : left of '[' is not of type array, matrix, or vector
ERROR: 0:35: 'vMul' : left of '[' is not of type array, matrix, or vector
---------------------
ERROR: Couldn't create program 'posteffect_bloom_blur_frag.glsl'
ERROR: Failed to compile GLSL shader 'C:/Program Files (x86)/Amnesia - The Dark Descent/redist/core/shaders/posteffect_bloom_blur_frag.glsl'!
Shader code:
-------------------
[0001] ////////////////////////////////////////////////////////
[0002] // PostEffect Bloom Blur - Fragment Shader
[0003] //
[0004] // Blur effect for the bloom post effect
[0005] ////////////////////////////////////////////////////////
[0006]
[0007] #version 120
[0008] #extension GL_ARB_texture_rectangle : enable
[0009]
[0010] uniform sampler2DRect diffuseMap;
[0011]
[0012]
[0013] uniform float afBlurSize;
[0014]
[0015] // Initialize these down in MAIN due to Mac OS X OpenGL Driver
[0016]
[0017] const float vMul[5] = float[5] ( 0.25, 0.3, 0.5, 0.3, 0.25);
[0018] const float fOffset[5] = float[5]( -2.5, -0.75, 0.0, 0.75, 2.5);
[0019]
[0020] const float fMulSum = 0.25+0.3+0.5+0.3+0.25;
[0021]
[0022] void main()
[0023] {
[0024]
[0025] vec3 vAmount =vec3(0);
[0026]
[0027]
[0028] vec2 vOffsetMul = vec2(1.0, 0.0)*afBlurSize;
[0029]
[0030]
[0031] for(int i=0; i<5; i+=1)
[0032] {
[0033] vec2 vOffset = vec2(fOffset[i])*vOffsetMul;
[0034] vec3 vColor = texture2DRect(diffuseMap, gl_TexCoord[0].xy + vOffset).xyz;
[0035] vAmount += vColor * vMul[i];
[0036] }
[0037]
[0038] vAmount /= fMulSum;
[0039]
[0040] gl_FragColor.xyz = vAmount;
[0041] gl_FragColor.w = 1.0;
---------------------
Compile log:
---------------------
ERROR: 0:17: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:17: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:18: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:18: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:33: 'fOffset' : left of '[' is not of type array, matrix, or vector
ERROR: 0:35: 'vMul' : left of '[' is not of type array, matrix, or vector
---------------------
ERROR: Couldn't create program 'posteffect_bloom_blur_frag.glsl'
--------------------------------------------------------
Initializing Sound Module
--------------------------------------------------------
Initializing OpenAL
Trying to open device 'Generic Software on Speakers (Realtek High Definition Audio)'... Success!
Number of mono sources: 32
--------------------------------------------------------
If you use Blender, this could mean that you didn't assign materials through the material panel. (Basically the same thing for Maya or 3DS)
Or you forgot to set the export properties correctly. This would be the "Selection Only" & "Include Material Textures" on the left side of Blender when you are exporting.
(09-11-2013, 08:37 PM)Rapture Wrote: Which modeling program do you use?
If you use Blender, this could mean that you didn't assign materials through the material panel. (Basically the same thing for Maya or 3DS)
Or you forgot to set the export properties correctly. This would be the "Selection Only" & "Include Material Textures" on the left side of Blender when you are exporting.
Same problem, The model viewer immediately stops working on startup, it says at the top Initializing
then No model loaded! and stops working.
Am i using the model viewer wrong in some way?
Spoiler below!
-------- THE HPL ENGINE LOG ------------
Engine build ID 20100731000830
Initializing Graphics Module
--------------------------------------------------------
Setting video mode: 1024 x 768 - 32 bpp
Init Glew...OK
Setting up OpenGL
Vendor: Intel
Renderer: Intel® HD Graphics Family
Version: 3.1.0 - Build 8.15.10.2509
Max texture image units: 16
Max texture coord units: 8
Max user clip planes: 6
Two sided stencil: 1
Vertex Buffer Object: 1
Anisotropic filtering: 1
Max Anisotropic degree: 16
Multisampling: 1
Texture compression: 1
Texture compression S3TC: 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: 1.40 - Intel Build 8.15.10.2509
ShaderModel 2: 1
ShaderModel 3: 1
ShaderModel 4: 0
OGL ATIFragmentShader: 0
ERROR: Failed to compile GLSL shader 'C:/Program Files (x86)/Steam/SteamApps/common/Amnesia The Dark Descent/core/shaders/deferred_ssao_blur_frag.glsl'!
Shader code:
-------------------
[0001] #version 120
[0002] #extension GL_ARB_texture_rectangle : enable
[0003]
[0004] ////////////////////
[0005] // Arguments
[0006] uniform float afFarPlane;
[0007]
[0008] ////////////////////
[0009] // Samplers
[0010] uniform sampler2DRect occMap;
[0011]
[0012]
[0013] uniform sampler2DRect depthMap;
[0014]
[0015]
[0016] ////////////////////////////////////
[0017] // Initialize these down in MAIN due to Mac OS X OpenGL Driver
[0018]
[0019] const float vMul[9] = float[9](0.05, 0.1, 0.25, 0.3, 0.1, 0.3, 0.25, 0.1, 0.05);
[0020] const float fOffset[9] = float[9](-3.35, -2.35, -1.35, -0.35, 0.0, 0.35, 1.35, 2.35, 3.35);
[0021]
[0022]
[0023] ////////////////////
[0024] // MAIN
[0025] void main()
[0026] {
[0027] //Mac cannot initialize outside of main
[0028]
[0029] //Get the core (at center) depth and create the minimum depth based on that.
[0030] float fCoreDepth = texture2DRect(depthMap, gl_FragCoord.xy).x;
[0031] float fMinDepth = fCoreDepth - 0.2 / afFarPlane;
[0032] //float fMaxDepth = fCoreDepth + 0.5 / afFarPlane; <- can skip since it does not give that much impact.
[0033]
[0034] //Offset mul depends on the direction of the blur.
[0035] float fBlurSize = 2.0;
[0036]
[0037] vec2 vOffsetMul = vec2(1.0, 0.0) * fBlurSize;
[0038]
[0039]
[0040]
[0041] vec3 vAmount =vec3(0.0);
[0042] float fMulSum =0.0;
[0043] for(int i=0; i<9; i+=1)
[0044] {
[0045] vec2 vCoordOffset = fOffset[i] * vOffsetMul;
[0046] vec2 vUVPos = gl_TexCoord[0].xy + vCoordOffset;
[0047]
[0048] vec3 vOcc = texture2DRect(occMap, vUVPos).xyz;
[0049] float fDepth = texture2DRect(depthMap, vUVPos).x;
[0050]
[0051] float fMul = vMul[i];
[0052]
[0053] //Skip any pixels where depth is lower (in front of) the core depth
[0054] //Do not want foreground leaking into background (opposite is acceptable though)
[0055] if(fDepth < fMinDepth) fMul*=0.25;
[0056] //if(fDepth > fMaxDepth) fMul=0; <- can skip since it does not give that much impact.
[0057]
[0058] vOcc *= fMul;
[0059]
[0060] fMulSum += fMul;
[0061] vAmount += vOcc;
[0062] }
[0063]
[0064] vAmount /= fMulSum;
[0065]
[0066] gl_FragColor.xyz = vAmount;
---------------------
Compile log:
---------------------
ERROR: 0:19: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:19: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:20: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:20: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:45: 'fOffset' : left of '[' is not of type array, matrix, or vector
ERROR: 0:51: 'vMul' : left of '[' is not of type array, matrix, or vector
---------------------
ERROR: Couldn't create program 'deferred_ssao_blur_frag.glsl'
ERROR: Failed to compile GLSL shader 'C:/Program Files (x86)/Steam/SteamApps/common/Amnesia The Dark Descent/core/shaders/deferred_ssao_blur_frag.glsl'!
Shader code:
-------------------
[0001] #version 120
[0002] #extension GL_ARB_texture_rectangle : enable
[0003]
[0004] ////////////////////
[0005] // Arguments
[0006] uniform float afFarPlane;
[0007]
[0008] ////////////////////
[0009] // Samplers
[0010] uniform sampler2DRect occMap;
[0011]
[0012]
[0013] uniform sampler2DRect depthMap;
[0014]
[0015]
[0016] ////////////////////////////////////
[0017] // Initialize these down in MAIN due to Mac OS X OpenGL Driver
[0018]
[0019] const float vMul[9] = float[9](0.05, 0.1, 0.25, 0.3, 0.1, 0.3, 0.25, 0.1, 0.05);
[0020] const float fOffset[9] = float[9](-3.35, -2.35, -1.35, -0.35, 0.0, 0.35, 1.35, 2.35, 3.35);
[0021]
[0022]
[0023] ////////////////////
[0024] // MAIN
[0025] void main()
[0026] {
[0027] //Mac cannot initialize outside of main
[0028]
[0029] //Get the core (at center) depth and create the minimum depth based on that.
[0030] float fCoreDepth = texture2DRect(depthMap, gl_FragCoord.xy).x;
[0031] float fMinDepth = fCoreDepth - 0.2 / afFarPlane;
[0032] //float fMaxDepth = fCoreDepth + 0.5 / afFarPlane; <- can skip since it does not give that much impact.
[0033]
[0034] //Offset mul depends on the direction of the blur.
[0035] float fBlurSize = 2.0;
[0036]
[0037] vec2 vOffsetMul = vec2(0.0, 1.0) * fBlurSize;
[0038]
[0039]
[0040]
[0041] vec3 vAmount =vec3(0.0);
[0042] float fMulSum =0.0;
[0043] for(int i=0; i<9; i+=1)
[0044] {
[0045] vec2 vCoordOffset = fOffset[i] * vOffsetMul;
[0046] vec2 vUVPos = gl_TexCoord[0].xy + vCoordOffset;
[0047]
[0048] vec3 vOcc = texture2DRect(occMap, vUVPos).xyz;
[0049] float fDepth = texture2DRect(depthMap, vUVPos).x;
[0050]
[0051] float fMul = vMul[i];
[0052]
[0053] //Skip any pixels where depth is lower (in front of) the core depth
[0054] //Do not want foreground leaking into background (opposite is acceptable though)
[0055] if(fDepth < fMinDepth) fMul*=0.25;
[0056] //if(fDepth > fMaxDepth) fMul=0; <- can skip since it does not give that much impact.
[0057]
[0058] vOcc *= fMul;
[0059]
[0060] fMulSum += fMul;
[0061] vAmount += vOcc;
[0062] }
[0063]
[0064] vAmount /= fMulSum;
[0065]
[0066] gl_FragColor.xyz = vAmount;
---------------------
Compile log:
---------------------
ERROR: 0:19: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:19: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:20: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:20: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:45: 'fOffset' : left of '[' is not of type array, matrix, or vector
ERROR: 0:51: 'vMul' : left of '[' is not of type array, matrix, or vector
---------------------
ERROR: Couldn't create program 'deferred_ssao_blur_frag.glsl'
Adding engine materials
Adding engine post effects
ERROR: Failed to compile GLSL shader 'C:/Program Files (x86)/Steam/SteamApps/common/Amnesia The Dark Descent/core/shaders/posteffect_bloom_blur_frag.glsl'!
Shader code:
-------------------
[0001] ////////////////////////////////////////////////////////
[0002] // PostEffect Bloom Blur - Fragment Shader
[0003] //
[0004] // Blur effect for the bloom post effect
[0005] ////////////////////////////////////////////////////////
[0006]
[0007] #version 120
[0008] #extension GL_ARB_texture_rectangle : enable
[0009]
[0010] uniform sampler2DRect diffuseMap;
[0011]
[0012]
[0013] uniform float afBlurSize;
[0014]
[0015] // Initialize these down in MAIN due to Mac OS X OpenGL Driver
[0016]
[0017] const float vMul[5] = float[5] ( 0.25, 0.3, 0.5, 0.3, 0.25);
[0018] const float fOffset[5] = float[5]( -2.5, -0.75, 0.0, 0.75, 2.5);
[0019]
[0020] const float fMulSum = 0.25+0.3+0.5+0.3+0.25;
[0021]
[0022] void main()
[0023] {
[0024]
[0025] vec3 vAmount =vec3(0);
[0026]
[0027]
[0028] vec2 vOffsetMul = vec2(0.0, 1.0)*afBlurSize;
[0029]
[0030]
[0031] for(int i=0; i<5; i+=1)
[0032] {
[0033] vec2 vOffset = vec2(fOffset[i])*vOffsetMul;
[0034] vec3 vColor = texture2DRect(diffuseMap, gl_TexCoord[0].xy + vOffset).xyz;
[0035] vAmount += vColor * vMul[i];
[0036] }
[0037]
[0038] vAmount /= fMulSum;
[0039]
[0040] gl_FragColor.xyz = vAmount;
[0041] gl_FragColor.w = 1.0;
---------------------
Compile log:
---------------------
ERROR: 0:17: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:17: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:18: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:18: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:33: 'fOffset' : left of '[' is not of type array, matrix, or vector
ERROR: 0:35: 'vMul' : left of '[' is not of type array, matrix, or vector
---------------------
ERROR: Couldn't create program 'posteffect_bloom_blur_frag.glsl'
ERROR: Failed to compile GLSL shader 'C:/Program Files (x86)/Steam/SteamApps/common/Amnesia The Dark Descent/core/shaders/posteffect_bloom_blur_frag.glsl'!
Shader code:
-------------------
[0001] ////////////////////////////////////////////////////////
[0002] // PostEffect Bloom Blur - Fragment Shader
[0003] //
[0004] // Blur effect for the bloom post effect
[0005] ////////////////////////////////////////////////////////
[0006]
[0007] #version 120
[0008] #extension GL_ARB_texture_rectangle : enable
[0009]
[0010] uniform sampler2DRect diffuseMap;
[0011]
[0012]
[0013] uniform float afBlurSize;
[0014]
[0015] // Initialize these down in MAIN due to Mac OS X OpenGL Driver
[0016]
[0017] const float vMul[5] = float[5] ( 0.25, 0.3, 0.5, 0.3, 0.25);
[0018] const float fOffset[5] = float[5]( -2.5, -0.75, 0.0, 0.75, 2.5);
[0019]
[0020] const float fMulSum = 0.25+0.3+0.5+0.3+0.25;
[0021]
[0022] void main()
[0023] {
[0024]
[0025] vec3 vAmount =vec3(0);
[0026]
[0027]
[0028] vec2 vOffsetMul = vec2(1.0, 0.0)*afBlurSize;
[0029]
[0030]
[0031] for(int i=0; i<5; i+=1)
[0032] {
[0033] vec2 vOffset = vec2(fOffset[i])*vOffsetMul;
[0034] vec3 vColor = texture2DRect(diffuseMap, gl_TexCoord[0].xy + vOffset).xyz;
[0035] vAmount += vColor * vMul[i];
[0036] }
[0037]
[0038] vAmount /= fMulSum;
[0039]
[0040] gl_FragColor.xyz = vAmount;
[0041] gl_FragColor.w = 1.0;
---------------------
Compile log:
---------------------
ERROR: 0:17: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:17: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:18: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:18: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:33: 'fOffset' : left of '[' is not of type array, matrix, or vector
ERROR: 0:35: 'vMul' : left of '[' is not of type array, matrix, or vector
---------------------
ERROR: Couldn't create program 'posteffect_bloom_blur_frag.glsl'
--------------------------------------------------------
Initializing Sound Module
--------------------------------------------------------
Initializing OpenAL
Trying to open device 'Generic Software on Kyle's Speaker (Realtek High Definition Audio)'... Success!
Number of mono sources: 32
--------------------------------------------------------
User Initialization
--------------------------------------------------------
Cache out of date! Reloading collada file 'C:/Program Files (x86)/Steam/SteamApps/common/Amnesia The Dark Descent/viewer/modelview_rect.dae'
--------------------------------------------------------
Game Running
--------------------------------------------------------
ERROR: Failed to compile GLSL shader 'C:/Program Files (x86)/Steam/SteamApps/common/Amnesia The Dark Descent/core/shaders/deferred_ssao_blur_frag.glsl'!Shader code:
ERROR: Failed to compile GLSL shader 'C:/Program Files (x86)/Steam/SteamApps/common/Amnesia The Dark Descent/core/shaders/deferred_ssao_blur_frag.glsl'!Shader code:
Yeah, its all good ty for any help that you have or did get, its no longer crashing IMMEDIATLY on startup (i was missing one of those options acually) but it crashes 5-10 seconds after startup.. really weird.