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- Jun 24, 2013
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v 0.199.113 not loading. It gets to about 25% and presents this:
Relevant(?) log entry:
Relevant(?) log entry:
[2016-07-25 19:53:57] [INIT][CLIENT][SHADER] Loading Shader: data//shader/cube/quads13/cube-3rd.vsh; data//shader/cube/quads13/cubeTArray.fsh
[2016-07-25 19:53:57] #version 120
#extension GL_EXT_gpu_shader4: enable
in ivec4 ivert;
//threcomp needs index 0 to be 0
uniform vec3 normals[7];
uniform vec3 specular = vec3(0.45,0.45,0.45);
uniform vec4 zo = vec4(0.0, 0.0, 0.0, 1.0);
uniform vec3 daa = vec3(1.4,1.4,1.4);
uniform vec3 dsa = vec3(2.20,2.20,1.60);
uniform vec3 ambient = vec3(0.45,0.45,0.45);
uniform vec3 diffuse = vec3(1.0,1.0,1.0);
vec3 vertexLightFunc(vec3 normalVec, vec3 lightDir, vec3 pos, vec3 viewDirection, vec4 occlusionVec){
vec3 normalDirection = normalVec;
float nDotL = dot(normalDirection, lightDir);
if (nDotL <= 0.0) // light source on the wrong side?
{
return (ambient * diffuse.rgb * (occlusionVec.xyz * 3.5 + occlusionVec.w)).xyz;
}
else // light source on the right side
{
vec3 lightDiffuse = daa * occlusionVec.w; ;
vec3 lightSpecular = dsa * occlusionVec.w*occlusionVec.w * (diffuse.rgb);
vec3 diffuseReflection = 1.2 * lightDiffuse * diffuse.rgb * nDotL; //1.1 = attenuation
vec3 specularReflection = 0.6 * lightSpecular * specular
* pow(max(0.0, dot(reflect(-lightDir, normalDirection), normalize(viewDirection))), 40.0); //30 = shininess, 1.1 = attenuation
return (ambient * diffuse.rgb * (occlusionVec.xyz * 3.5 + occlusionVec.w)).xyz + diffuseReflection.xyz + specularReflection.xyz;
}
}
uniform vec3 shift;
uniform vec3 quadPosMark[6];
const float tiling = 0.0625;
const float tilingH = 0.03;
const float adi = 0.00485;
const float maxadiplus = 0.0099;
const float oreOverlayStartingRow = 1.0;
uniform float lodThreshold;
uniform int animationTime;
uniform int allLight;
varying vec4 occlusion;
varying vec3 lightDir;
varying vec3 viewDirection;
varying vec4 vPos;
varying vec3 normalVec;
varying float extraAlphaVert;
varying vec3 vertexLight;
varying vec3 lightDirSpot;
varying float layer;
/*
void colorSide(float side){
if(side == 0.0){
//front
light = vec4(1.0, 0.0, 0.0, 1.0);
}else if(side == 1.0){
//back
light = vec4(0.0, 1.0, 0.0, 1.0);
}else if(side == 2.0){
//top
//light = vec4(0.0, 0.0, 1.0, 1.0);
}else if(side == 3.0){
//bot
//light = vec4(1.0, 1.0, 0.0, 1.0);
}else if(side == 4.0){
//right
light = vec4(0.0, 0.0, 1.0, 1.0);
}else if(side == 5.0){
//left
light = vec4(0.0, 1.0, 1.0, 1.0);
}
}
*/
vec4 fromtwovectors(vec3 uu, vec3 vv)
{
vec3 w = cross(uu.xyz, vv.xyz).xyz;
vec4 q = vec4(dot(uu, vv), w.x, w.y, w.z);
float l = w.x*w.x + w.y*w.y + w.z*w.z;//sqlength(w);
q.w += sqrt(q.w*q.w+l);
return q*(1.0/sqrt(q.w*q.w+l));
}
vec4 slerp4(vec4 p0, vec4 p1, float t)
{
float dotp = dot(normalize(p0), normalize(p1));
if ((dotp > 0.9999) || (dotp<-0.9999))
{
if (t<=0.5)
return p0;
return p1;
}
float theta = acos(dotp * 3.14159/180.0);
vec4 P = ((p0*sin((1-t)*theta) + p1*sin(t*theta)) / sin(theta));
P.w = 1.0;
return P;
}
vec3 slerp(vec3 a, vec3 b, float t)
{
vec4 qa = vec4(0.0,0.0,0.0,1.0);
vec4 qb;
//qa = Quaternionf::Identity();
qb = fromtwovectors(a,b);
return (slerp4(qa, qb, t)).xyz; // * a ?
}
void main()
{
float xyScaleManip = 0.0;
vec3 normal;
int indexInfo = ivert.x;
float vIndex = float((indexInfo ) & 32767);
float red = float((indexInfo >> 16) & 3);
float green = float((indexInfo >> 18) & 3);
float blue = float((indexInfo >> 20) & 3);
int info = ivert.y;
float vertNumCodeE = float(info & 3);
int sideId = (info >> 2) & 7;
float layerE = float((info >> 5) & 7);
xyScaleManip = float((info >> 8) & 1);
float typeE = float((info >> 9) & 255) ;
float hitPointsE = float((info >> 17) & 7) ;
float animatedE = float((info >> 20) & 1);
float extFlag = float((info >> 21) & 3);
bool onlyInBuildMode = float((info >> 23) & 1) > 0.0;
int normalIndex = sideId;
vec3 qpm = quadPosMark[normalIndex];
vec3 chunkPos;
float oreOverlayE = 0.0;
float occE = 0.0;
float eleE = 0.0;
float eleEV = 0.0;
int pCode = ivert.z;
chunkPos = vec3(float(pCode & 255), float((pCode >> 8) & 255), float((pCode >> 16) & 255));
int eInfoW = ivert.w;
eleEV = (eInfoW >> 22) & 3 ;
eleE = (eInfoW >> 20) & 3 ;
occE = (eInfoW >> 16) & 15;
oreOverlayE = (eInfoW >> 10) & 63;
vec3 normalPos = normals[normalIndex+1];
if((eInfoW & 511) == 0){
normal = normalPos;
}else{
vec3 com = normals[(eInfoW >> 6) & 7] + normals[(eInfoW >> 3) & 7] + normals[eInfoW & 7];
normal = normalize(com);
}
float type = typeE;
vec2 texCoords;
float mVertNumQuarters = (vertNumCodeE) * 0.25;
float mTex = (extFlag) * 0.25;
occlusion = vec4(red * 0.066666, green * 0.066666, blue * 0.066666, occE * 0.066666); // / 15
occlusion.w = max(0.15, occlusion.w);
layer = layerE;
if(!onlyInBuildMode){
type += animatedE * animationTime;
}
int typeI = int(type);
float xIndex = typeI & 15;
float yIndex = typeI >> 4; // / 16.0
//8,8,8 = 8736
vec3 cubePos = vec3( float((int(vIndex) ) & 31),
float((int(vIndex) >> 5) & 31),
float((int(vIndex) >> 10) & 31));
vec3 vertexPos = cubePos - 16.0;
vec2 quad = vec2(
float(int(mTex * 2.0) & 1),
float(int(mTex * 4.0) & 1)
);
//either 0,0; 0,1; 1,1; 1,0
float eleVertEdge = (eleEV*0.25);
vec3 mm = vec3(float(int(mVertNumQuarters * qpm.x) & 1),
float(int(mVertNumQuarters * qpm.y) & 1),
float(int(mVertNumQuarters * qpm.z) & 1));
vec3 mExtra = vec3(
(((qpm.x == 4.0 && xyScaleManip > 0.5) || (qpm.x == 2.0 && xyScaleManip < 0.5)) ? eleVertEdge * (mm.x > 0.0 ? 1.0 : -1.0) : 0.0),
(((qpm.y == 4.0 && xyScaleManip > 0.5) || (qpm.y == 2.0 && xyScaleManip < 0.5)) ? eleVertEdge * (mm.y > 0.0 ? 1.0 : -1.0) : 0.0),
(((qpm.z == 4.0 && xyScaleManip > 0.5) || (qpm.z == 2.0 && xyScaleManip < 0.5)) ? eleVertEdge * (mm.z > 0.0 ? 1.0 : -1.0) : 0.0));
vec3 P = vec3( ((((-0.5) - (abs(normalPos.x) * -0.5))) + mm.x - mExtra.x) ,
((((-0.5) - (abs(normalPos.y) * -0.5))) + mm.y - mExtra.y) ,
((((-0.5) - (abs(normalPos.z) * -0.5))) + mm.z - mExtra.z) );
vertexPos += P + ((normalPos * 0.5) - (eleE * normalPos * 0.25));
//if(sideId == 2 && quad.x == 0.0 && quad.y == 0.0){
// vertexPos.x += slerp(vec3(0,1,1), vec3(1,1,1), (cubePos.x-7.0)/16.0).x;
//}
vertexPos += ((chunkPos - vec3(128.0)) + shift)*32.0;
vPos = gl_ModelViewMatrix * vec4(vertexPos,1.0);
float adiNorm = adi;// + maxadiplus * min(1.0, (max(0.0, length(vPos) - 60.0)*0.065));
vec2 adip = vec2(
((1.0 -((quad.x)*adiNorm)) + (abs(quad.x - 1.0)*adiNorm)),
((1.0 -((quad.y)*adiNorm)) + (abs(quad.y - 1.0)*adiNorm)));
texCoords = vec2(quad.x *tiling, quad.y *tiling );
vec2 vcord = vec2(texCoords);
if(oreOverlayE > 0.0){
gl_TexCoord[2].st = vec2(vcord.x + 0.0625 * mod((oreOverlayE - 1.0), 16.0), vcord.y + 0.0625 * (oreOverlayStartingRow + floor((oreOverlayE-1.0) * 0.0625))); //floor(oreOverlayE/16);
}else{
gl_TexCoord[2].st = vec2(0.9);
}
if(hitPointsE > 0.0){
gl_TexCoord[1].st = vec2(vcord.x + 0.0625 * (hitPointsE - 1.0), vcord.y); //hit ovelays are in the first row
}else{
gl_TexCoord[1].st = vec2(0.9);
}
gl_TexCoord[0].st = vec2( texCoords.x + tiling * xIndex, texCoords.y + tiling * yIndex);
gl_TexCoord[0].st += adip;
gl_TexCoord[1].st += adip;
gl_TexCoord[2].st += adip;
//note: this is a directional light!
lightDir = normalize(gl_LightSource[0].position.xyz);
normalVec = normalize(gl_NormalMatrix * normal);
viewDirection = -vPos.xyz;
//handle the special transparent texture (dispaly in build mode)
if(onlyInBuildMode && animatedE < 0.001){
extraAlphaVert = -10.0;
}else{
extraAlphaVert = 0.0;
}
float ts = lodThreshold;
float smoother = ts * 0.125; //one eight of distance is smoothing
if(onlyInBuildMode && animatedE > 0.0 ){
float len = length(vPos.xyz);
if(len < ts-smoother){
extraAlphaVert = -10.0;
}else if(len < ts){
float dist = (ts - length(vPos.xyz));
extraAlphaVert = -dist/smoother;//-((ts)-length(vPos)) * 0.0625 ;
}else{
extraAlphaVert =
[2016-07-25 19:53:57] 0.0;
}
}
vertexLight = vertexLightFunc(normalVec, lightDir, vPos.xyz, viewDirection, occlusion);
gl_Position = gl_ProjectionMatrix * vPos;
}
[2016-07-25 19:53:57] [SHADER] ERROR COMPILING VERTEX SHADER data//shader/cube/quads13/cube-3rd.vsh STATUS: 0
[2016-07-25 19:53:57] LOG: Vertex shader failed to compile with the following errors:
ERROR: 0:5: error(#133) Reserved word: in
ERROR: error(#273) 1 compilation errors. No code generated
[2016-07-25 19:53:57] org.schema.schine.graphicsengine.shader.ShaderException:
data//shader/cube/quads13/cube-3rd.vsh
Vertex shader failed to compile with the following errors:
ERROR: 0:5: error(#133) Reserved word: in
ERROR: error(#273) 1 compilation errors. No code generated
[2016-07-25 19:53:57] at obfuscated.aHq.a(SourceFile:340)
[2016-07-25 19:53:57] at obfuscated.aHq.b(SourceFile:195)
[2016-07-25 19:53:57] at obfuscated.aHq.<init>(SourceFile:116)
[2016-07-25 19:53:57] at obfuscated.aHu.<init>(SourceFile:909)
[2016-07-25 19:53:57] at obfuscated.aHr.a(SourceFile:906)
[2016-07-25 19:53:57] at obfuscated.aHr.b(SourceFile:444)
[2016-07-25 19:53:57] at obfuscated.hn.d(SourceFile:421)
[2016-07-25 19:53:57] at obfuscated.hn.e_(SourceFile:325)
[2016-07-25 19:53:57] at obfuscated.ayR.g(SourceFile:533)
[2016-07-25 19:53:57] at obfuscated.ayR.a(SourceFile:701)
[2016-07-25 19:53:57] at obfuscated.ayX.b(SourceFile:626)
[2016-07-25 19:53:57] at obfuscated.Q.e(SourceFile:907)
[2016-07-25 19:53:57] at org.schema.game.common.Starter.startMainMenu(SourceFile:1151)
[2016-07-25 19:53:57] at org.schema.game.common.Starter.main(SourceFile:944)
[2016-07-25 19:53:57] java.lang.RuntimeException: org.schema.schine.graphicsengine.shader.ShaderException:
data//shader/cube/quads13/cube-3rd.vsh
[2016-07-25 19:53:57] #version 120
#extension GL_EXT_gpu_shader4: enable
in ivec4 ivert;
//threcomp needs index 0 to be 0
uniform vec3 normals[7];
uniform vec3 specular = vec3(0.45,0.45,0.45);
uniform vec4 zo = vec4(0.0, 0.0, 0.0, 1.0);
uniform vec3 daa = vec3(1.4,1.4,1.4);
uniform vec3 dsa = vec3(2.20,2.20,1.60);
uniform vec3 ambient = vec3(0.45,0.45,0.45);
uniform vec3 diffuse = vec3(1.0,1.0,1.0);
vec3 vertexLightFunc(vec3 normalVec, vec3 lightDir, vec3 pos, vec3 viewDirection, vec4 occlusionVec){
vec3 normalDirection = normalVec;
float nDotL = dot(normalDirection, lightDir);
if (nDotL <= 0.0) // light source on the wrong side?
{
return (ambient * diffuse.rgb * (occlusionVec.xyz * 3.5 + occlusionVec.w)).xyz;
}
else // light source on the right side
{
vec3 lightDiffuse = daa * occlusionVec.w; ;
vec3 lightSpecular = dsa * occlusionVec.w*occlusionVec.w * (diffuse.rgb);
vec3 diffuseReflection = 1.2 * lightDiffuse * diffuse.rgb * nDotL; //1.1 = attenuation
vec3 specularReflection = 0.6 * lightSpecular * specular
* pow(max(0.0, dot(reflect(-lightDir, normalDirection), normalize(viewDirection))), 40.0); //30 = shininess, 1.1 = attenuation
return (ambient * diffuse.rgb * (occlusionVec.xyz * 3.5 + occlusionVec.w)).xyz + diffuseReflection.xyz + specularReflection.xyz;
}
}
uniform vec3 shift;
uniform vec3 quadPosMark[6];
const float tiling = 0.0625;
const float tilingH = 0.03;
const float adi = 0.00485;
const float maxadiplus = 0.0099;
const float oreOverlayStartingRow = 1.0;
uniform float lodThreshold;
uniform int animationTime;
uniform int allLight;
varying vec4 occlusion;
varying vec3 lightDir;
varying vec3 viewDirection;
varying vec4 vPos;
varying vec3 normalVec;
varying float extraAlphaVert;
varying vec3 vertexLight;
varying vec3 lightDirSpot;
varying float layer;
/*
void colorSide(float side){
if(side == 0.0){
//front
light = vec4(1.0, 0.0, 0.0, 1.0);
}else if(side == 1.0){
//back
light = vec4(0.0, 1.0, 0.0, 1.0);
}else if(side == 2.0){
//top
//light = vec4(0.0, 0.0, 1.0, 1.0);
}else if(side == 3.0){
//bot
//light = vec4(1.0, 1.0, 0.0, 1.0);
}else if(side == 4.0){
//right
light = vec4(0.0, 0.0, 1.0, 1.0);
}else if(side == 5.0){
//left
light = vec4(0.0, 1.0, 1.0, 1.0);
}
}
*/
vec4 fromtwovectors(vec3 uu, vec3 vv)
{
vec3 w = cross(uu.xyz, vv.xyz).xyz;
vec4 q = vec4(dot(uu, vv), w.x, w.y, w.z);
float l = w.x*w.x + w.y*w.y + w.z*w.z;//sqlength(w);
q.w += sqrt(q.w*q.w+l);
return q*(1.0/sqrt(q.w*q.w+l));
}
vec4 slerp4(vec4 p0, vec4 p1, float t)
{
float dotp = dot(normalize(p0), normalize(p1));
if ((dotp > 0.9999) || (dotp<-0.9999))
{
if (t<=0.5)
return p0;
return p1;
}
float theta = acos(dotp * 3.14159/180.0);
vec4 P = ((p0*sin((1-t)*theta) + p1*sin(t*theta)) / sin(theta));
P.w = 1.0;
return P;
}
vec3 slerp(vec3 a, vec3 b, float t)
{
vec4 qa = vec4(0.0,0.0,0.0,1.0);
vec4 qb;
//qa = Quaternionf::Identity();
qb = fromtwovectors(a,b);
return (slerp4(qa, qb, t)).xyz; // * a ?
}
void main()
{
float xyScaleManip = 0.0;
vec3 normal;
int indexInfo = ivert.x;
float vIndex = float((indexInfo ) & 32767);
float red = float((indexInfo >> 16) & 3);
float green = float((indexInfo >> 18) & 3);
float blue = float((indexInfo >> 20) & 3);
int info = ivert.y;
float vertNumCodeE = float(info & 3);
int sideId = (info >> 2) & 7;
float layerE = float((info >> 5) & 7);
xyScaleManip = float((info >> 8) & 1);
float typeE = float((info >> 9) & 255) ;
float hitPointsE = float((info >> 17) & 7) ;
float animatedE = float((info >> 20) & 1);
float extFlag = float((info >> 21) & 3);
bool onlyInBuildMode = float((info >> 23) & 1) > 0.0;
int normalIndex = sideId;
vec3 qpm = quadPosMark[normalIndex];
vec3 chunkPos;
float oreOverlayE = 0.0;
float occE = 0.0;
float eleE = 0.0;
float eleEV = 0.0;
int pCode = ivert.z;
chunkPos = vec3(float(pCode & 255), float((pCode >> 8) & 255), float((pCode >> 16) & 255));
int eInfoW = ivert.w;
eleEV = (eInfoW >> 22) & 3 ;
eleE = (eInfoW >> 20) & 3 ;
occE = (eInfoW >> 16) & 15;
oreOverlayE = (eInfoW >> 10) & 63;
vec3 normalPos = normals[normalIndex+1];
if((eInfoW & 511) == 0){
normal = normalPos;
}else{
vec3 com = normals[(eInfoW >> 6) & 7] + normals[(eInfoW >> 3) & 7] + normals[eInfoW & 7];
normal = normalize(com);
}
float type = typeE;
vec2 texCoords;
float mVertNumQuarters = (vertNumCodeE) * 0.25;
float mTex = (extFlag) * 0.25;
occlusion = vec4(red * 0.066666, green * 0.066666, blue * 0.066666, occE * 0.066666); // / 15
occlusion.w = max(0.15, occlusion.w);
layer = layerE;
if(!onlyInBuildMode){
type += animatedE * animationTime;
}
int typeI = int(type);
float xIndex = typeI & 15;
float yIndex = typeI >> 4; // / 16.0
//8,8,8 = 8736
vec3 cubePos = vec3( float((int(vIndex) ) & 31),
float((int(vIndex) >> 5) & 31),
float((int(vIndex) >> 10) & 31));
vec3 vertexPos = cubePos - 16.0;
vec2 quad = vec2(
float(int(mTex * 2.0) & 1),
float(int(mTex * 4.0) & 1)
);
//either 0,0; 0,1; 1,1; 1,0
float eleVertEdge = (eleEV*0.25);
vec3 mm = vec3(float(int(mVertNumQuarters * qpm.x) & 1),
float(int(mVertNumQuarters * qpm.y) & 1),
float(int(mVertNumQuarters * qpm.z) & 1));
vec3 mExtra = vec3(
(((qpm.x == 4.0 && xyScaleManip > 0.5) || (qpm.x == 2.0 && xyScaleManip < 0.5)) ? eleVertEdge * (mm.x > 0.0 ? 1.0 : -1.0) : 0.0),
(((qpm.y == 4.0 && xyScaleManip > 0.5) || (qpm.y == 2.0 && xyScaleManip < 0.5)) ? eleVertEdge * (mm.y > 0.0 ? 1.0 : -1.0) : 0.0),
(((qpm.z == 4.0 && xyScaleManip > 0.5) || (qpm.z == 2.0 && xyScaleManip < 0.5)) ? eleVertEdge * (mm.z > 0.0 ? 1.0 : -1.0) : 0.0));
vec3 P = vec3( ((((-0.5) - (abs(normalPos.x) * -0.5))) + mm.x - mExtra.x) ,
((((-0.5) - (abs(normalPos.y) * -0.5))) + mm.y - mExtra.y) ,
((((-0.5) - (abs(normalPos.z) * -0.5))) + mm.z - mExtra.z) );
vertexPos += P + ((normalPos * 0.5) - (eleE * normalPos * 0.25));
//if(sideId == 2 && quad.x == 0.0 && quad.y == 0.0){
// vertexPos.x += slerp(vec3(0,1,1), vec3(1,1,1), (cubePos.x-7.0)/16.0).x;
//}
vertexPos += ((chunkPos - vec3(128.0)) + shift)*32.0;
vPos = gl_ModelViewMatrix * vec4(vertexPos,1.0);
float adiNorm = adi;// + maxadiplus * min(1.0, (max(0.0, length(vPos) - 60.0)*0.065));
vec2 adip = vec2(
((1.0 -((quad.x)*adiNorm)) + (abs(quad.x - 1.0)*adiNorm)),
((1.0 -((quad.y)*adiNorm)) + (abs(quad.y - 1.0)*adiNorm)));
texCoords = vec2(quad.x *tiling, quad.y *tiling );
vec2 vcord = vec2(texCoords);
if(oreOverlayE > 0.0){
gl_TexCoord[2].st = vec2(vcord.x + 0.0625 * mod((oreOverlayE - 1.0), 16.0), vcord.y + 0.0625 * (oreOverlayStartingRow + floor((oreOverlayE-1.0) * 0.0625))); //floor(oreOverlayE/16);
}else{
gl_TexCoord[2].st = vec2(0.9);
}
if(hitPointsE > 0.0){
gl_TexCoord[1].st = vec2(vcord.x + 0.0625 * (hitPointsE - 1.0), vcord.y); //hit ovelays are in the first row
}else{
gl_TexCoord[1].st = vec2(0.9);
}
gl_TexCoord[0].st = vec2( texCoords.x + tiling * xIndex, texCoords.y + tiling * yIndex);
gl_TexCoord[0].st += adip;
gl_TexCoord[1].st += adip;
gl_TexCoord[2].st += adip;
//note: this is a directional light!
lightDir = normalize(gl_LightSource[0].position.xyz);
normalVec = normalize(gl_NormalMatrix * normal);
viewDirection = -vPos.xyz;
//handle the special transparent texture (dispaly in build mode)
if(onlyInBuildMode && animatedE < 0.001){
extraAlphaVert = -10.0;
}else{
extraAlphaVert = 0.0;
}
float ts = lodThreshold;
float smoother = ts * 0.125; //one eight of distance is smoothing
if(onlyInBuildMode && animatedE > 0.0 ){
float len = length(vPos.xyz);
if(len < ts-smoother){
extraAlphaVert = -10.0;
}else if(len < ts){
float dist = (ts - length(vPos.xyz));
extraAlphaVert = -dist/smoother;//-((ts)-length(vPos)) * 0.0625 ;
}else{
extraAlphaVert =
[2016-07-25 19:53:57] 0.0;
}
}
vertexLight = vertexLightFunc(normalVec, lightDir, vPos.xyz, viewDirection, occlusion);
gl_Position = gl_ProjectionMatrix * vPos;
}
[2016-07-25 19:53:57] [SHADER] ERROR COMPILING VERTEX SHADER data//shader/cube/quads13/cube-3rd.vsh STATUS: 0
[2016-07-25 19:53:57] LOG: Vertex shader failed to compile with the following errors:
ERROR: 0:5: error(#133) Reserved word: in
ERROR: error(#273) 1 compilation errors. No code generated
[2016-07-25 19:53:57] org.schema.schine.graphicsengine.shader.ShaderException:
data//shader/cube/quads13/cube-3rd.vsh
Vertex shader failed to compile with the following errors:
ERROR: 0:5: error(#133) Reserved word: in
ERROR: error(#273) 1 compilation errors. No code generated
[2016-07-25 19:53:57] at obfuscated.aHq.a(SourceFile:340)
[2016-07-25 19:53:57] at obfuscated.aHq.b(SourceFile:195)
[2016-07-25 19:53:57] at obfuscated.aHq.<init>(SourceFile:116)
[2016-07-25 19:53:57] at obfuscated.aHu.<init>(SourceFile:909)
[2016-07-25 19:53:57] at obfuscated.aHr.a(SourceFile:906)
[2016-07-25 19:53:57] at obfuscated.aHr.b(SourceFile:444)
[2016-07-25 19:53:57] at obfuscated.hn.d(SourceFile:421)
[2016-07-25 19:53:57] at obfuscated.hn.e_(SourceFile:325)
[2016-07-25 19:53:57] at obfuscated.ayR.g(SourceFile:533)
[2016-07-25 19:53:57] at obfuscated.ayR.a(SourceFile:701)
[2016-07-25 19:53:57] at obfuscated.ayX.b(SourceFile:626)
[2016-07-25 19:53:57] at obfuscated.Q.e(SourceFile:907)
[2016-07-25 19:53:57] at org.schema.game.common.Starter.startMainMenu(SourceFile:1151)
[2016-07-25 19:53:57] at org.schema.game.common.Starter.main(SourceFile:944)
[2016-07-25 19:53:57] java.lang.RuntimeException: org.schema.schine.graphicsengine.shader.ShaderException:
data//shader/cube/quads13/cube-3rd.vsh
Running on thread: main
Adapter: aticfx64
Driver Version: 8.17.10.1460
Vendor: ATI Technologies Inc.
OpenGL Version: 4.5.13441 Compatibility Profile Context 16.200.1035.1001
Renderer: AMD Radeon HD 7800 Series
GLSL Ver: 4.50
Adapter: aticfx64
Driver Version: 8.17.10.1460
Vendor: ATI Technologies Inc.
OpenGL Version: 4.5.13441 Compatibility Profile Context 16.200.1035.1001
Renderer: AMD Radeon HD 7800 Series
GLSL Ver: 4.50