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1 June 2013 build is out.
06-29-2013, 09:16 AM,
#14
RE: 1 June 2013 build is out.
Options > Controls > Input device

NaN, yeah I might try playing with the build scripts to add some data, which car and track do you include? My internet connect is rubbish though, so the less I upload the better! Btw, something's not right with the sky shaders:
Code:
INFO: Multi-processor system detected.  Run with -multithreaded argument to enable multithreading (EXPERIMENTAL).
INFO: Starting VDrift: 2012-07-22a, Revision: gc01a519, O/S: OS X
INFO: Home directory: /Users/Guest
INFO: Settings file: /Users/Guest/Library/Application Support/VDrift/VDrift.config (does not exist, will be created)
INFO: Data directory: /Users/timothyfurlong/Public/data
INFO: Temporary directory: /Users/Guest/Library/Application Support/VDrift/tmp
INFO: Log file: /Users/Guest/Library/Application Support/VDrift/log.txt
ERROR: Failed to load /Users/Guest/Library/Application Support/VDrift/VDrift.config
INFO: Disabling antialiasing
INFO: Display change was successful: 800x600x32 24z fullscreen=0
INFO: Using GLEW 1.9.0
INFO: Video card information:
      GL Vendor: Intel Inc.
      GL Renderer: Intel HD Graphics 3000 OpenGL Engine
      GL Version: 2.1 INTEL-8.12.47
      Texture units: 8 full, 16 partial
      Maximum texture size: 8192
      Maximum varying floats: 60
INFO: You don't have an NVIDIA or ATI/AMD card. This game may not run correctly or at all.
ERROR: Graphics card or driver does not support required GL_VERSION_3_3
ERROR: Initialization of GL3 failed; that's OK, falling back to GL 1 or 2
INFO: Maximum color attachments: 8
INFO: Maximum draw buffers (1 required): 8
INFO: Loaded shader package simple
INFO: Loaded shader package simple, variant simple_premult
INFO: Loaded shader package simple, variant simple_gamma_premult
INFO: Loaded shader package simple, variant simple_gamma
INFO: Loaded shader package simple, variant simplecar
INFO: Loaded shader package tonemap
INFO: ----- Start Shader Link Log for /Users/timothyfurlong/Public/data/shaders/gbufferfill/vertex.glsl and /Users/timothyfurlong/Public/data/shaders/gbufferfill/fragment.glsl -----
INFO: WARNING: Output of vertex shader 'V' not read by fragment shader
      
INFO: ----- End Shader Link Log -----
INFO: Loaded shader package gbufferfill
INFO: ----- Start Shader Link Log for /Users/timothyfurlong/Public/data/shaders/gbufferfill/vertex.glsl and /Users/timothyfurlong/Public/data/shaders/gbufferfill/fragment.glsl -----
INFO: WARNING: Output of vertex shader 'V' not read by fragment shader
      
INFO: ----- End Shader Link Log -----
INFO: Loaded shader package gbufferfill, variant gbufferfillcar
INFO: ----- Start Shader Link Log for /Users/timothyfurlong/Public/data/shaders/lightaccumulate/vertex.glsl and /Users/timothyfurlong/Public/data/shaders/lightaccumulate/fragment.glsl -----
INFO: WARNING: Output of vertex shader 'tu0coord' not read by fragment shader
      
INFO: ----- End Shader Link Log -----
INFO: Loaded shader package lightaccumulate, variant lightaccumulate_initial
INFO: ----- Start Shader Link Log for /Users/timothyfurlong/Public/data/shaders/lightaccumulate/vertex.glsl and /Users/timothyfurlong/Public/data/shaders/lightaccumulate/fragment.glsl -----
INFO: WARNING: Output of vertex shader 'tu0coord' not read by fragment shader
      
INFO: ----- End Shader Link Log -----
INFO: Loaded shader package lightaccumulate, variant lightaccumulate_omni
INFO: Loaded shader package depthgen
INFO: Loaded shader package depthgen, variant depthgennoalpha
INFO: Loaded shader package distancefield
INFO: Loaded shader package deferredskybox
INFO: Loaded shader package deferredskyboxblend
INFO: Loaded shader package softparticle
INFO: Loaded shader package ppdepthadjust
INFO: Loaded shader package ppdepthadjust, variant ppcopy
INFO: Loaded shader package ppdepthadjust, variant ppcopy_gamma
INFO: Loaded shader package deferredshadows
INFO: ----- Start Shader Link Log for /Users/timothyfurlong/Public/data/shaders/ssao/vertex.glsl and /Users/timothyfurlong/Public/data/shaders/ssao/fragment.glsl -----
INFO: WARNING: Output of vertex shader 'eyespace_view_direction' not read by fragment shader
      
INFO: ----- End Shader Link Log -----
INFO: Loaded shader package ssao
INFO: Loaded shader package ssao_blur
INFO: Loaded shader package deferredaa
INFO: ----- Start Shader Compile Log for /Users/timothyfurlong/Public/data/shaders/skygen/fragment.glsl -----
INFO: ERROR: 0:16: '{' : syntax error syntax error
      
INFO: ----- End Shader Compile Log -----
INFO: ----- Start Shader Link Log for /Users/timothyfurlong/Public/data/shaders/skygen/vertex.glsl and /Users/timothyfurlong/Public/data/shaders/skygen/fragment.glsl -----
INFO: ERROR: One or more attached shaders not successfully compiled
      
INFO: ----- End Shader Link Log -----
ERROR: Shader compilation failure: /Users/timothyfurlong/Public/data/shaders/skygen/vertex.glsl and /Users/timothyfurlong/Public/data/shaders/skygen/fragment.glsl
ERROR:
ERROR: Vertex shader:
ERROR: 1    : #version 120
ERROR: 2    : #define _REFLECTIONSTATIC_
ERROR: 3    : #define SCREENRESY 600
ERROR: 4    : #define SCREENRESX 800
ERROR: 5    : varying vec3 vViewDirection;
ERROR: 6    :
ERROR: 7    : void main(void)
ERROR: 8    : {
ERROR: 9    :     gl_Position = gl_Vertex;
ERROR: 10   :        vViewDirection = gl_MultiTexCoord0.xyz;
ERROR: 11   : }
ERROR: 12   :
ERROR:
ERROR: Fragment shader:
ERROR: 1    : #version 120
ERROR: 2    : #define _REFLECTIONSTATIC_
ERROR: 3    : #define SCREENRESY 600
ERROR: 4    : #define SCREENRESX 800
ERROR: 5    : varying vec3 vViewDirection;
ERROR: 6    :
ERROR: 7    : // direction towards sun
ERROR: 8    : uniform vec3 uLightDirection;
ERROR: 9    :
ERROR: 10   : // henyey-greenstein parameter, aerosol scattering (sun disk size)
ERROR: 11   : //uniform float g;
ERROR: 12   : const float g = -0.990;
ERROR: 13   :
ERROR: 14   : // air, aerosol density scale (turbidity)
ERROR: 15   : //uniform vec2 RayleighMieScaleHeight;// = {0.25, 0.1};
ERROR: 16   : const vec2 RayleighMieScaleHeight = {0.25, 0.1};
ERROR: 17   :
ERROR: 18   : // rgb wavelength(rayleigh and mie)
ERROR: 19   : //const vec3 WaveLength = vec3(0.65, 0.57, 0.475);
ERROR: 20   : const vec3 InvWavelength = vec3(5.602, 9.473, 19.644); // pow(WaveLength, -4.0);
ERROR: 21   : const vec3 WavelengthMie = vec3(1.435, 1.603, 1.869); // pow(WaveLength, -0.84);
ERROR: 22   :
ERROR: 23   : const float PI = 3.14159265;
ERROR: 24   : const float InnerRadius = 6356.7523142;
ERROR: 25   : const float OuterRadius = 6356.7523142 * 1.0157313;
ERROR: 26   : const float Scale = 1.0 / (6356.7523142 * 1.0157313 - 6356.7523142);
ERROR: 27   :
ERROR: 28   : //const float ESun = 20.0;
ERROR: 29   : //const float Kr = 0.0025;
ERROR: 30   : //const float Km = 0.0010;
ERROR: 31   : const float KrESun = 0.0025 * 20.0;
ERROR: 32   : const float KmESun = 0.0010 * 20.0;
ERROR: 33   : const float Kr4PI = 0.0025 * 4.0 * 3.1415159;
ERROR: 34   : const float Km4PI = 0.0010 * 4.0 * 3.1415159;
ERROR: 35   :
ERROR: 36   : #define NumSamples 4
ERROR: 37   :
ERROR: 38   : float MiePhase(float ViewSunCos, float ViewSunCos2)
ERROR: 39   : {
ERROR: 40   :    vec3 HG = vec3(1.5 * ((1.0 - g * g) / (2.0 + g * g)), 1.0 + g * g, 2.0 * g);
ERROR: 41   :    return HG.x * (1.0 + ViewSunCos2) / pow(HG.y - HG.z * ViewSunCos, 1.5);
ERROR: 42   : }
ERROR: 43   :
ERROR: 44   : float RayleighPhase(float ViewSunCos2)
ERROR: 45   : {
ERROR: 46   :    return 0.75 * (1.0 + ViewSunCos2);
ERROR: 47   : }
ERROR: 48   :
ERROR: 49   : float HitOuterSphere(vec3 Pos, vec3 Dir)
ERROR: 50   : {
ERROR: 51   :    vec3 L = -Pos;
ERROR: 52   :    float B = dot(L, Dir);
ERROR: 53   :    float C = dot(L, L);
ERROR: 54   :    float D = C - B * B;
ERROR: 55   :    float q = sqrt(OuterRadius * OuterRadius - D);
ERROR: 56   :    float t = B;
ERROR: 57   :    return t + q;
ERROR: 58   : }
ERROR: 59   :
ERROR: 60   : vec2 DensityRatio(float Height)
ERROR: 61   : {
ERROR: 62   :    float Altitude = (Height - InnerRadius) * Scale;
ERROR: 63   :    return exp(-Altitude / RayleighMieScaleHeight);
ERROR: 64   : }
ERROR: 65   :
ERROR: 66   : vec2 OpticalDepth(vec3 Pos, vec3 Dir, float Length)
ERROR: 67   : {
ERROR: 68   :    float SampleLength = Length / NumSamples;
ERROR: 69   :    float ScaledLength = SampleLength * Scale;
ERROR: 70   :    vec3 SampleRay = Dir * SampleLength;
ERROR: 71   :    Pos += SampleRay * 0.5;
ERROR: 72   :    
ERROR: 73   :    vec2 OpticalDepth = vec2(0);
ERROR: 74   :    for(int i = 0; i < NumSamples; i++)
ERROR: 75   :    {
ERROR: 76   :       float Height = length(Pos);
ERROR: 77   :       OpticalDepth += DensityRatio(Height);
ERROR: 78   :       Pos += SampleRay;
ERROR: 79   :    }
ERROR: 80   :    
ERROR: 81   :    return OpticalDepth * ScaledLength;
ERROR: 82   : }
ERROR: 83   :
ERROR: 84   : vec3 Scatter(vec3 ViewPos, vec3 ViewDir, vec3 SunDir)
ERROR: 85   : {
ERROR: 86   :    float ViewLength = HitOuterSphere(ViewPos , ViewDir);
ERROR: 87   :    float SampleLength = ViewLength / NumSamples;
ERROR: 88   :    float ScaledLength = SampleLength * Scale;
ERROR: 89   :    vec3 SampleRay = ViewDir * SampleLength;
ERROR: 90   :    vec3 SamplePos = ViewPos + SampleRay * 0.5;
ERROR: 91   :    ViewLength -= SampleLength * 0.5;
ERROR: 92   :    
ERROR: 93   :    vec3 Rayleigh = vec3(0);
ERROR: 94   :    vec3 Mie = vec3(0);
ERROR: 95   :    for(int i = 0; i < NumSamples; i++)
ERROR: 96   :    {
ERROR: 97   :       float SunLength = HitOuterSphere(SamplePos, SunDir);
ERROR: 98   :       vec2 SunOpticalDepth = OpticalDepth(SamplePos, SunDir, SunLength);
ERROR: 99   :       vec2 ViewOpticalDepth = OpticalDepth(SamplePos, ViewDir, ViewLength);
ERROR: 100  :      
ERROR: 101  :       vec2 OpticalDepth = SunOpticalDepth + ViewOpticalDepth;
ERROR: 102  :       vec3 Attenuation = exp(-Kr4PI * InvWavelength * OpticalDepth.x - Km4PI * OpticalDepth.y);
ERROR: 103  :      
ERROR: 104  :       float SampleHeight = length(SamplePos);
ERROR: 105  :       vec2 DensityRatio = DensityRatio(SampleHeight) * ScaledLength;
ERROR: 106  :      
ERROR: 107  :       Rayleigh += DensityRatio.x * Attenuation;
ERROR: 108  :       Mie += DensityRatio.y * Attenuation;
ERROR: 109  :      
ERROR: 110  :       SamplePos += SampleRay;
ERROR: 111  :       ViewLength -= SampleLength;
ERROR: 112  :    }
ERROR: 113  :    
ERROR: 114  :    float ViewSunCos = -dot(ViewDir, SunDir);
ERROR: 115  :    float ViewSunCos2 = ViewSunCos * ViewSunCos;
ERROR: 116  :    
ERROR: 117  :    Rayleigh = Rayleigh * KrESun * InvWavelength;
ERROR: 118  :    Mie = Mie * KmESun * WavelengthMie;
ERROR: 119  :    
ERROR: 120  :    return Rayleigh * RayleighPhase(ViewSunCos2) + Mie * MiePhase(ViewSunCos, ViewSunCos2);
ERROR: 121  : }
ERROR: 122  :
ERROR: 123  : void main(void)
ERROR: 124  : {
ERROR: 125  :    vec3 ViewPos = vec3(0, 0, InnerRadius + 1e-3);
ERROR: 126  :    vec3 ViewDir = normalize(vViewDirection);
ERROR: 127  :    vec3 SunDir = normalize(uLightDirection);
ERROR: 128  :    vec3 Color = Scatter(ViewPos, ViewDir, SunDir);
ERROR: 129  :    gl_FragColor = vec4(Color, 1.0f);
ERROR: 130  : }
ERROR: 131  :
ERROR:
ERROR: Disabling shaders due to shader loading error
Reply


Messages In This Thread
1 June 2013 build is out. - by NaN - 06-01-2013, 06:03 PM
RE: 1 June 2013 build is out. - by berzingue - 06-02-2013, 06:27 AM
RE: 1 June 2013 build is out. - by NaN - 06-02-2013, 07:43 AM
RE: 1 June 2013 build is out. - by berzingue - 06-02-2013, 11:14 AM
RE: 1 June 2013 build is out. - by NaN - 06-02-2013, 11:22 AM
RE: 1 June 2013 build is out. - by berzingue - 06-02-2013, 12:30 PM
RE: 1 June 2013 build is out. - by cologne-new - 06-28-2013, 03:57 PM
RE: 1 June 2013 build is out. - by Timo 6 - 06-28-2013, 05:34 PM
RE: 1 June 2013 build is out. - by cologne-new - 06-28-2013, 06:02 PM
RE: 1 June 2013 build is out. - by antoniovazquez - 06-28-2013, 05:54 PM
RE: 1 June 2013 build is out. - by Timo 6 - 06-28-2013, 06:19 PM
RE: 1 June 2013 build is out. - by cologne-new - 06-29-2013, 06:35 AM
RE: 1 June 2013 build is out. - by NaN - 06-28-2013, 06:35 PM
RE: 1 June 2013 build is out. - by Timo 6 - 06-29-2013, 09:16 AM
RE: 1 June 2013 build is out. - by NaN - 06-30-2013, 03:00 PM

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