An indie Unreal Engine game works fine except The Graphics part

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An indie Unreal Engine game works fine except The Graphics part

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There is Indie Unreal Engine game called " Project Tetra " the game works fine for the performance i even made settings low just in case but the graphics not clear some parts of screen are black etc. the damaged part is the texture/maps in most.

as i remember clean wineprefix/ default Wine not helping , Dxvk not working because Vulkan is not supported by the GPU / but it is installed, directX not helping with this issue in specific with this game if it's installed by Winetricks or manually.

so is this error can be fixed because i faced issues like this like for example Space Engine and was fixed by override the correct files. or it just can't work on my device (in specific without Windows OS) ?

The log / wine staging 4.16 (staging settings are disabled because it's worse with this game (in specific) / tested also with Wine 4.11 /4.9 as i remember / there is similar unreal engine game less complicated but with similar problems with graphics and performance etc, fixed by disabling staging settings.

log is too long to be accepted - i made a short copy of it - but there is a longer copy on https://paste.debian.net/1103026/ which not necessary but anyway

Code: Select all

wine ProjectTetraAlpha.exe
00bd:fixme:thread:create_user_shared_data_thread Creating user shared data update thread.
00bf:fixme:thread:create_user_shared_data_thread Creating user shared data update thread.
00bf:err:winediag:wined3d_dll_init Setting multithreaded command stream to 0.
00bf:fixme:nls:get_dummy_preferred_ui_language (0x8 0x5fed84 (nil) 0x5fed80) returning a dummy value (current locale)
00bf:fixme:nls:get_dummy_preferred_ui_language (0x8 0x5fed84 0x1f892c0 0x5fed80) returning a dummy value (current locale)
00bf:fixme:gameux:GameExplorerImpl_VerifyAccess (0000000000101DD0, L"G:\\project tetra\\project-tetra-windows-universal\\ProjectTetraAlpha\\Binaries\\Win64\\ProjectTetraAlpha-Win64-Shipping.exe", 00000000005FEB88)
00bf:fixme:win:DisableProcessWindowsGhosting : stub
00bf:fixme:msctf:InputProcessorProfileMgr_GetActiveProfile (0000000000117B80)->({34745c63-b2f0-4784-8b67-5e12c8701a31} 00000000005FF0F0)
00bf:fixme:system:SystemParametersInfoW Unimplemented action: 59 (SPI_SETSTICKYKEYS)
00bf:fixme:system:SystemParametersInfoW Unimplemented action: 53 (SPI_SETTOGGLEKEYS)
00bf:fixme:system:SystemParametersInfoW Unimplemented action: 51 (SPI_SETFILTERKEYS)
00bf:fixme:ntdll:EtwRegisterTraceGuidsW (0x31f48d4, (nil), {f7b697a3-4db5-4d3b-be71-c4d284e6592f}, 7, 0x321dd70, (null), (null), 0x3221260): stub
00bf:fixme:ntdll:EtwRegisterTraceGuidsW   register trace class {72b14a7d-704c-423e-92f8-7e6d64bcb92a}
00bf:fixme:ntdll:EtwRegisterTraceGuidsW   register trace class {e2091f8a-1e0a-4731-84a2-0dd57c8a5261}
00bf:fixme:ntdll:EtwRegisterTraceGuidsW   register trace class {e8a3bf1f-a86b-4390-9c60-5390b969d22c}
00bf:fixme:ntdll:EtwRegisterTraceGuidsW   register trace class {5727a00f-50be-4519-8256-f7699871fecb}
00bf:fixme:ntdll:EtwRegisterTraceGuidsW   register trace class {7e854ec7-cdc4-405a-b5b2-aaf7c9e7d40c}
00bf:fixme:ntdll:EtwRegisterTraceGuidsW   register trace class {79a60dc6-5fc8-4952-a41c-1163aeec5eb8}
00bf:fixme:ntdll:EtwRegisterTraceGuidsW   register trace class {2718d25b-5bf5-4479-8e88-babc64bdbfca}
00bf:fixme:process:GetNumaHighestNodeNumber (0x5feb70): semi-stub
00bf:fixme:ver:GetCurrentPackageId (0x5fe710 (nil)): stub
Unable to read VR Path Registry from C:\users\user\Local Settings\Application Data\openvr\openvrpaths.vrpath
00bf:fixme:dxgi:DXGID3D10CreateDevice Ignoring flags 0x1.
00bf:fixme:d3d11:d3d11_device_CheckFeatureSupport Returning fake threading support data.
00bf:err:d3d:wined3d_debug_callback 0x69302c0: "GL_INVALID_ENUM in glTexBufferRange(internalFormat GL_RGBA8_SNORM)".
00bf:err:d3d:wined3d_debug_callback 0x69302c0: "GL_INVALID_ENUM in glTexBufferRange(internalFormat GL_RGBA8_SNORM)".
00bf:fixme:win:RegisterTouchWindow (0x7013a 00000000): stub
00d5:fixme:d3d11:wined3d_depth_stencil_view_desc_from_d3d11 Unhandled depth stencil view flags 0x1.
00d5:fixme:d3d11:wined3d_depth_stencil_view_desc_from_d3d11 Unhandled depth stencil view flags 0x2.
00d5:fixme:d3d:create_texture_view Depth slice (0-1) not supported.
Unable to read VR Path Registry from C:\users\user\Local Settings\Application Data\openvr\openvrpaths.vrpath
00bf:fixme:vcruntime:__telemetry_main_invoke_trigger (000000000A270000)
00d5:err:d3d:wined3d_debug_callback 0x698e340: "GL_INVALID_ENUM in glTexBufferRange(internalFormat GL_RGBA8_SNORM)".
00d5:err:d3d:wined3d_debug_callback 0x698e340: "GL_INVALID_ENUM in glTexBufferRange(internalFormat GL_RGBA8_SNORM)".
00d5:err:d3d:wined3d_debug_callback 0x698e340: "GL_INVALID_ENUM in glTexBufferRange(internalFormat GL_RGBA8_SNORM)".
00d5:fixme:d3d:create_texture_view Depth slice (0-1) not supported.
00d5:fixme:d3d:create_texture_view Depth slice (0-1) not supported.
00d5:fixme:d3d:create_texture_view Depth slice (0-1) not supported.
00d5:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x800000c2.
00d5:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00155543.
00d5:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x800000c2.
000ef:fixme:d3d_shader:shader_glsl_validate_link Program 54 link status invalid.
00ef:fixme:d3d_shader:shader_glsl_dump_program_source Shader 52:
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     GL_SHADER_TYPE: GL_VERTEX_SHADER.
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     GL_COMPILE_STATUS: 1.
00ef:fixme:d3d_shader:shader_glsl_dump_program_source 
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #version 150
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_cull_distance : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_gpu_shader5 : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_shader_atomic_counters : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_shader_bit_encoding : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_shader_image_load_store : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_shader_image_size : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_shader_storage_buffer_object : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_shader_texture_image_samples : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_texture_query_levels : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_uniform_buffer_object : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_viewport_array : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_EXT_texture_array : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_draw_instanced : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_explicit_attrib_location : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     layout(std140, binding = 14) uniform block_vs_cb0 { vec4 vs_cb0[63]; };
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     layout(std140, binding = 15) uniform block_vs_cb1 { vec4 vs_cb1[15]; };
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     layout(binding = 16)
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     uniform samplerBuffer vs_sampler0;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     vec4 vs_out[32];
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     vec4 R0;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     vec4 R1;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     vec4 R2;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     vec4 R3;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     vec4 tmp0;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     vec4 tmp1;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     layout(location = 0) in vec4 vs_in0;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     layout(location = 1) in vec4 vs_in1;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     layout(location = 2) in vec4 vs_in2;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     layout(location = 3) in uvec4 vs_in_uint3;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     vec4 vs_in3 = uintBitsToFloat(vs_in_uint3);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     layout(location = 4) in vec4 vs_in4;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     layout(location = 5) in vec4 vs_in5;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     layout(location = 6) in vec4 vs_in6;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     layout(location = 7) in vec4 vs_in7;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     out shader_in_out {
00ef:fixme:d3d_shader:shader_glsl_dump_program_source         vec4 reg0;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source         vec4 reg1;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source         vec4 reg2;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source         vec4 reg3;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source         vec4 reg4;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source         vec4 reg5;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source         vec4 reg24;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     } shader_out;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     void setup_vs_output(in vec4 outputs[32])
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     {
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     gl_Position.xyzw = outputs[5].xyzw;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     shader_out.reg0.xyzw = outputs[0].xyzw;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     shader_out.reg1.xyzw = outputs[1].xyzw;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     shader_out.reg2.xyzw = outputs[2].xyzw;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     shader_out.reg3.xy = outputs[3].xy;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     shader_out.reg4.xy = outputs[4].xy;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     shader_out.reg5.xyzw = outputs[5].xyzw;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     }
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     void main()
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     {
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.xyzw = intBitsToFloat(floatBitsToInt(vs_in3).xyzw * ivec4(0x3, 0x3, 0x3, 0x3).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.xyzw = (texelFetch(vs_sampler0, floatBitsToInt(R0).y).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.xyzw = (R1.xyzw * vs_in4.yyyy);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R2.xyzw = (texelFetch(vs_sampler0, floatBitsToInt(R0).x).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.xyzw = ((vs_in4.xxxx * R2.xyzw) + R1.xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R2.xyzw = (texelFetch(vs_sampler0, floatBitsToInt(R0).z).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.xyzw = (texelFetch(vs_sampler0, floatBitsToInt(R0).w).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.xyzw = ((vs_in4.zzzz * R2.xyzw) + R1.xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.xyzw = ((vs_in4.wwww * R0.xyzw) + R1.xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.x = (dot(R0.xyz, vs_in1.xyz));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R2.xyzw = intBitsToFloat((floatBitsToInt(vs_in3).xxyy * ivec4(0x3, 0x3, 0x3, 0x3).xyzw) + ivec4(0x1, 0x2, 0x1, 0x2).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R3.xyzw = (texelFetch(vs_sampler0, floatBitsToInt(R2).z).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R3.xyzw = (R3.xyzw * vs_in4.yyyy);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R4.xyzw = (texelFetch(vs_sampler0, floatBitsToInt(R2).x).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R3.xyzw = ((vs_in4.xxxx * R4.xyzw) + R3.xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R4.xyzw = intBitsToFloat((floatBitsToInt(vs_in3).zzww * ivec4(0x3, 0x3, 0x3, 0x3).xyzw) + ivec4(0x1, 0x2, 0x1, 0x2).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R5.xyzw = (texelFetch(vs_sampler0, floatBitsToInt(R4).x).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R3.xyzw = ((vs_in4.zzzz * R5.xyzw) + R3.xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R5.xyzw = (texelFetch(vs_sampler0, floatBitsToInt(R4).z).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R3.xyzw = ((vs_in4.wwww * R5.xyzw) + R3.xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.y = (dot(R3.xyz, vs_in1.xyz));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R5.xyz = (vs_cb1[1].xyz * vs_cb1[14].yyy);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.yzw = (R1.yyy * R5.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R6.xyz = (vs_cb1[0].xyz * vs_cb1[14].xxx);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.xyz = ((R1.xxx * R6.xyz) + R1.yzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R7.xyzw = (texelFetch(vs_sampler0, floatBitsToInt(R2).w).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R2.xyzw = (texelFetch(vs_sampler0, floatBitsToInt(R2).y).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R7.xyzw = (R7.xyzw * vs_in4.yyyy);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R2.xyzw = ((vs_in4.xxxx * R2.xyzw) + R7.xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R7.xyzw = (texelFetch(vs_sampler0, floatBitsToInt(R4).y).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R4.xyzw = (texelFetch(vs_sampler0, floatBitsToInt(R4).w).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R2.xyzw = ((vs_in4.zzzz * R7.xyzw) + R2.xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R2.xyzw = ((vs_in4.wwww * R4.xyzw) + R2.xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.w = (dot(R2.xyz, vs_in1.xyz));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R4.xyz = (vs_cb1[2].xyz * vs_cb1[14].zzz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     vs_out[0].xyz = ((R1.www * R4.xyz) + R1.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     vs_out[0].w = (intBitsToFloat(0 /* 0.00000000e+00 */));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.x = (dot(R3.xyz, vs_in2.xyz));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.xyz = (R5.xyz * R1.xxx);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.w = (dot(R0.xyz, vs_in2.xyz));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.xyz = ((R1.www * R6.xyz) + R1.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.w = (dot(R2.xyz, vs_in2.xyz));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     vs_out[1].xyz = ((R1.www * R4.xyz) + R1.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     vs_out[1].w = (vs_in2.w * vs_cb1[9].w);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     vs_out[2].xyzw = (vs_in7.xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     vs_out[3].xy = (vs_in5.xy);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     vs_out[4].xy = (vs_in6.xy);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.xyz = (vs_in0.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.w = (intBitsToFloat(0x3f800000 /* 1.00000000e+00 */));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R3.x = (dot(R3.xyzw, R1.xyzw));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R3.xyz = (R3.xxx * vs_cb1[1].xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.x = (dot(R0.xyzw, R1.xyzw));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.y = (dot(R2.xyzw, R1.xyzw));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.xzw = ((vs_cb1[0].xyz * R0.xxx) + R3.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.xyz = ((vs_cb1[2].xyz * R0.yyy) + R0.xzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.xyz = (vs_cb0[62].xyz + vs_cb1[3].xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.xyz = (R0.xyz + R1.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.xyzw = (R0.yyyy * vs_cb0[1].xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.xyzw = ((R0.xxxx * vs_cb0[0].xyzw) + R1.xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.xyzw = ((R0.zzzz * vs_cb0[2].xyzw) + R1.xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     vs_out[5].xyzw = (R0.xyzw + vs_cb0[3].xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     setup_vs_output(vs_out);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     return;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     }
00ef:fixme:d3d_shader:shader_glsl_dump_program_source 
00ef:fixme:d3d_shader:shader_glsl_dump_program_source Shader 53:
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     GL_SHADER_TYPE: GL_FRAGMENT_SHADER.
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     GL_COMPILE_STATUS: 1.
00ef:fixme:d3d_shader:shader_glsl_dump_program_source 
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #version 150
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_cull_distance : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_gpu_shader5 : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_shader_atomic_counters : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_shader_bit_encoding : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_shader_image_load_store : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_shader_image_size : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_shader_storage_buffer_object : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_shader_texture_image_samples : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_shading_language_420pack : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_shading_language_packing : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_texture_cube_map_array : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_texture_gather : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_texture_query_levels : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_uniform_buffer_object : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_viewport_array : enable
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     layout(std140, binding = 0) uniform block_ps_cb0 { vec4 ps_cb0[182]; };
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     layout(std140, binding = 1) uniform block_ps_cb1 { vec4 ps_cb1[12]; };
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     layout(std140, binding = 2) uniform block_ps_cb2 { vec4 ps_cb2[6]; };
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     layout(std140, binding = 3) uniform block_ps_cb3 { vec4 ps_cb3[14]; };
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     layout(binding = 0)
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     uniform sampler2D ps_sampler0;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     layout(binding = 1)
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     uniform sampler2D ps_sampler1;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     layout(binding = 2)
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     uniform sampler2D ps_sampler2;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     layout(binding = 3)
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     uniform sampler2D ps_sampler3;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     layout(binding = 4)
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     uniform sampler2D ps_sampler4;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     layout(binding = 5)
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     uniform sampler2D ps_sampler5;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     vec4 R8;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R2.xy = ((R2.xy * intBitsToFloat(ivec4(0x40000000 /* 2.00000000e+00 */, 0x40000000 /* 2.00000000e+00 */, 0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */)).xy) + intBitsToFloat(ivec4(0xbf800000 /* -1.00000000e+00 */, 0xbf800000 /* -1.00000000e+00 */, 0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */)).xy);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.w = (dot(R2.xy, R2.xy));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.w = (-R0.w + intBitsToFloat(0x3f800000 /* 1.00000000e+00 */));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.w = (max(R0.w, intBitsToFloat(0 /* 0.00000000e+00 */)));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.w = (sqrt(R0.w));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R2.z = (R0.w + intBitsToFloat(0x3f800000 /* 1.00000000e+00 */));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R3.xyzw = (ps_in[3].xyxy * intBitsToFloat(ivec4(0x41a00000 /* 2.00000000e+01 */, 0x41a00000 /* 2.00000000e+01 */, 0x41700000 /* 1.50000000e+01 */, 0x41700000 /* 1.50000000e+01 */)).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R4.xy = (texture(ps_sampler1, R3.xy, ps_cb0[133].x).xy);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R4.xy = ((R4.xy * intBitsToFloat(ivec4(0x40000000 /* 2.00000000e+00 */, 0x40000000 /* 2.00000000e+00 */, 0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */)).xy) + intBitsToFloat(ivec4(0xbf800000 /* -1.00000000e+00 */, 0xbf800000 /* -1.00000000e+00 */, 0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */)).xy);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.w = (dot(R4.xy, R4.xy));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.w = (-R0.w + intBitsToFloat(0x3f800000 /* 1.00000000e+00 */));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.w = (max(R0.w, intBitsToFloat(0 /* 0.00000000e+00 */)));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R4.z = (sqrt(R0.w));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R4.xyz = (R4.xyz * intBitsToFloat(ivec4(0x3dcccccd /* 1.00000001e-01 */, 0x3dcccccd /* 1.00000001e-01 */, 0x3f800000 /* 1.00000000e+00 */, 0 /* 0.00000000e+00 */)).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R3.zw = (texture(ps_sampler1, R3.zw, ps_cb0[133].x).xy);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R5.xy = ((R3.zw * intBitsToFloat(ivec4(0x40000000 /* 2.00000000e+00 */, 0x40000000 /* 2.00000000e+00 */, 0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */)).xy) + intBitsToFloat(ivec4(0xbf800000 /* -1.00000000e+00 */, 0xbf800000 /* -1.00000000e+00 */, 0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */)).xy);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.w = (dot(R5.xy, R5.xy));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.w = (-R0.w + intBitsToFloat(0x3f800000 /* 1.00000000e+00 */));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.w = (max(R0.w, intBitsToFloat(0 /* 0.00000000e+00 */)));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R5.z = (sqrt(R0.w));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R6.xyzw = (texture(ps_sampler2, ps_in[3].xy, ps_cb0[133].x).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R5.xyz = ((R5.xyz * intBitsToFloat(ivec4(0x3dcccccd /* 1.00000001e-01 */, 0x3dcccccd /* 1.00000001e-01 */, 0x3f800000 /* 1.00000000e+00 */, 0 /* 0.00000000e+00 */)).xyz) + -R4.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R4.xyz = ((R6.www * R5.xyz) + R4.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R5.xyz = (texture(ps_sampler3, ps_in[3].xy, ps_cb0[133].x).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R7.xyz = (-R4.xyz + intBitsToFloat(ivec4(0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */, 0x3f800000 /* 1.00000000e+00 */, 0 /* 0.00000000e+00 */)).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R4.xyz = ((R5.xxx * R7.xyz) + R4.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R7.xyzw = (ps_in[3].xyxy * intBitsToFloat(ivec4(0x41200000 /* 1.00000000e+01 */, 0x41200000 /* 1.00000000e+01 */, 0x42300000 /* 4.40000000e+01 */, 0x42300000 /* 4.40000000e+01 */)).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R3.zw = (texture(ps_sampler4, R7.xy, ps_cb0[133].x).xy);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R8.xy = ((R3.zw * intBitsToFloat(ivec4(0x40000000 /* 2.00000000e+00 */, 0x40000000 /* 2.00000000e+00 */, 0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */)).xy) + intBitsToFloat(ivec4(0xbf800000 /* -1.00000000e+00 */, 0xbf800000 /* -1.00000000e+00 */, 0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */)).xy);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.w = (dot(R8.xy, R8.xy));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.w = (-R0.w + intBitsToFloat(0x3f800000 /* 1.00000000e+00 */));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.w = (max(R0.w, intBitsToFloat(0 /* 0.00000000e+00 */)));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R8.z = (sqrt(R0.w));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xyz = (-R8.xyz + intBitsToFloat(ivec4(0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */, 0x3f800000 /* 1.00000000e+00 */, 0 /* 0.00000000e+00 */)).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xyz = ((R9.xyz * intBitsToFloat(ivec4(0x3e4ccccd /* 2.00000003e-01 */, 0x3e4ccccd /* 2.00000003e-01 */, 0x3e4ccccd /* 2.00000003e-01 */, 0 /* 0.00000000e+00 */)).xyz) + R8.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.w = (dot(R6.yyy, intBitsToFloat(ivec4(0x3e99999a /* 3.00000012e-01 */, 0x3f170a3d /* 5.89999974e-01 */, 0x3de147ae /* 1.09999999e-01 */, 0 /* 0.00000000e+00 */)).xyz));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xyz = (R9.xyz + intBitsToFloat(ivec4(0x80000000 /* -0.00000000e+00 */, 0x80000000 /* -0.00000000e+00 */, 0xbf800000 /* -1.00000000e+00 */, 0 /* 0.00000000e+00 */)).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xyz = ((R0.www * R9.xyz) + intBitsToFloat(ivec4(0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */, 0x3f800000 /* 1.00000000e+00 */, 0 /* 0.00000000e+00 */)).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xyz = (-R4.xyz + R9.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R4.xyz = ((R6.xxx * R9.xyz) + R4.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R3.zw = (texture(ps_sampler5, R7.zw, ps_cb0[133].x).xy);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xy = ((R3.zw * intBitsToFloat(ivec4(0x40000000 /* 2.00000000e+00 */, 0x40000000 /* 2.00000000e+00 */, 0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */)).xy) + intBitsToFloat(ivec4(0xbf800000 /* -1.00000000e+00 */, 0xbf800000 /* -1.00000000e+00 */, 0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */)).xy);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.w = (dot(R9.xy, R9.xy));
Connected to: wss://live-U347055gAA1P.ws.gamesparks.net/ws/device/U347055gAA1P
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.w = (-R1.w + intBitsToFloat(0x3f800000 /* 1.00000000e+00 */));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.w = (max(R1.w, intBitsToFloat(0 /* 0.00000000e+00 */)));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.z = (sqrt(R1.w));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R8.xyz = (R8.xyz + R9.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xyz = (-R8.xyz + intBitsToFloat(ivec4(0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */, 0x3f800000 /* 1.00000000e+00 */, 0 /* 0.00000000e+00 */)).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xyz = (R8.xyz * intBitsToFloat(ivec4(0x40a00000 /* 5.00000000e+00 */, 0x40a00000 /* 5.00000000e+00 */, 0x40a00000 /* 5.00000000e+00 */, 0 /* 0.00000000e+00 */)).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R10.xyzw = (texture(ps_sampler7, ps_in[3].xy, ps_cb0[133].x).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R11.xyz = ((-R8.xyz * intBitsToFloat(ivec4(0x40a00000 /* 5.00000000e+00 */, 0x40a00000 /* 5.00000000e+00 */, 0x40a00000 /* 5.00000000e+00 */, 0 /* 0.00000000e+00 */)).xyz) + intBitsToFloat(ivec4(0x3df2fb72 /* 1.18643656e-01 */, 0x3df2fb72 /* 1.18643656e-01 */, 0x3df2fb72 /* 1.18643656e-01 */, 0 /* 0.00000000e+00 */)).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xyz = ((R10.www * R11.xyz) + R9.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R11.xyz = (-R9.xyz + intBitsToFloat(ivec4(0x3e86820e /* 2.62710989e-01 */, 0x3e86820e /* 2.62710989e-01 */, 0x3e86820e /* 2.62710989e-01 */, 0 /* 0.00000000e+00 */)).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xyz = ((R10.zzz * R11.xyz) + R9.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xyz = (-R4.xyz + R9.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R4.yzw = ((R6.www * R9.xyz) + R4.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xyz = (max(ps_cb3[7].xyz, intBitsToFloat(ivec4(0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */)).xyz));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xyz = ((ps_cb3[12].yyy * R9.xyz) + -R4.yzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R4.yzw = ((R5.xxx * R9.xyz) + R4.yzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xyz = (R8.xyz * intBitsToFloat(ivec4(0x3fc00000 /* 1.50000000e+00 */, 0x3fc00000 /* 1.50000000e+00 */, 0x3fc00000 /* 1.50000000e+00 */, 0 /* 0.00000000e+00 */)).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.w = (dot(R8.xyz, intBitsToFloat(ivec4(0x3e99999a /* 3.00000012e-01 */, 0x3f170a3d /* 5.89999974e-01 */, 0x3de147ae /* 1.09999999e-01 */, 0 /* 0.00000000e+00 */)).xyz));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.w = (R1.w * intBitsToFloat(0x40c00000 /* 6.00000000e+00 */));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.w = (min(R1.w, intBitsToFloat(0x3f800000 /* 1.00000000e+00 */)));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R11.xyz = (ps_cb3[10].xyz + -ps_cb3[11].xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R11.xyz = ((ps_cb3[12].xxx * R11.xyz) + ps_cb3[11].xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R11.xyz = ((R1.www * R11.xyz) + -R9.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xyz = ((R0.www * R11.xyz) + R9.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R3.zw = (R10.yx + R10.yx);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R11.xyz = (-R9.xyz + intBitsToFloat(ivec4(0x3f386823 /* 7.20339000e-01 */, 0x3f386823 /* 7.20339000e-01 */, 0x3f386823 /* 7.20339000e-01 */, 0 /* 0.00000000e+00 */)).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xyz = ((R3.zzz * R11.xyz) + R9.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R11.xyz = (-R9.xyz + intBitsToFloat(ivec4(0x3dbeea21 /* 9.32200029e-02 */, 0x3dbeea21 /* 9.32200029e-02 */, 0x3dbeea21 /* 9.32200029e-02 */, 0 /* 0.00000000e+00 */)).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xyz = ((R3.www * R11.xyz) + R9.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xyz = (-R4.yzw + R9.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R4.yzw = ((R6.xxx * R9.xyz) + R4.yzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xyz = (R8.xyz + R8.xyz);
/* 5.00000000e-01 */, 0x3f000000 /* 5.00000000e-01 */, 0 /* 0.00000000e+00 */)).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R3.xyz = (R3.xyz * ps_cb0[181].xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.w = uintBitsToFloat(intBitsToFloat(0 /* 0.00000000e+00 */) < ps_cb1[11].z ? 0xffffffffu : 0u);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     if (bool(floatBitsToUint(R0).w))
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     {
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.w = (textureLod(ps_sampler11, R3.xyz, intBitsToFloat(0 /* 0.00000000e+00 */)).x);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     } else {
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.w = uintBitsToFloat(intBitsToFloat(0 /* 0.00000000e+00 */) < ps_cb1[11].y ? 0xffffffffu : 0u);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.w = (bool(floatBitsToUint(R1).w) ? ps_cb2[5].x : intBitsToFloat(0x3f800000 /* 1.00000000e+00 */));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     }
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R5.xyz = (R4.yzw + intBitsToFloat(ivec4(0xbd23d70a /* -3.99999991e-02 */, 0xbd23d70a /* -3.99999991e-02 */, 0xbd23d70a /* -3.99999991e-02 */, 0 /* 0.00000000e+00 */)).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R5.xyz = ((R5.www * R5.xyz) + intBitsToFloat(ivec4(0x3d23d70a /* 3.99999991e-02 */, 0x3d23d70a /* 3.99999991e-02 */, 0x3d23d70a /* 3.99999991e-02 */, 0 /* 0.00000000e+00 */)).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R6.xyz = ((-R4.yzw * R5.www) + R4.yzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R6.xyz = ((R6.xyz * ps_cb0[126].www) + ps_cb0[126].xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R5.xyz = ((R5.xyz * ps_cb0[127].www) + ps_cb0[127].xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.w = (dot(R5.xyz, intBitsToFloat(ivec4(0x3e99999a /* 3.00000012e-01 */, 0x3f170a3d /* 5.89999974e-01 */, 0x3de147ae /* 1.09999999e-01 */, 0 /* 0.00000000e+00 */)).xyz));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R2.w = ((R1.w * intBitsToFloat(0x400295ea /* 2.04040003e+00 */)) + intBitsToFloat(0xbeaa3055 /* -3.32399994e-01 */));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R2.w = ((R1.w * intBitsToFloat(0xc0997176 /* -4.79510021e+00 */)) + R2.w);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.w = ((R1.w * intBitsToFloat(0x40305532 /* 2.75519991e+00 */)) + R2.w);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.w = (R1.w + intBitsToFloat(0x3faa7efa /* 1.33200002e+00 */));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.w = (max(R1.w, intBitsToFloat(0x3f800000 /* 1.00000000e+00 */)));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R7.xyz = (textureLod(ps_sampler12, R3.xyz, intBitsToFloat(0 /* 0.00000000e+00 */)).zxy);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R8.xyzw = (textureLod(ps_sampler13, R3.xyz, intBitsToFloat(0 /* 0.00000000e+00 */)).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R8.xyzw = ((R8.xyzw * intBitsToFloat(ivec4(0x40000000 /* 2.00000000e+00 */, 0x40000000 /* 2.00000000e+00 */, 0x40000000 /* 2.00000000e+00 */, 0x40000000 /* 2.00000000e+00 */)).xyzw) + intBitsToFloat(ivec4(0xbf800000 /* -1.00000000e+00 */, 0xbf800000 /* -1.00000000e+00 */, 0xbf800000 /* -1.00000000e+00 */, 0xbf800000 /* -1.00000000e+00 */)).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xyzw = (textureLod(ps_sampler14, R3.xyz, intBitsToFloat(0 /* 0.00000000e+00 */)).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xyzw = ((R9.xyzw * intBitsToFloat(ivec4(0x40000000 /* 2.00000000e+00 */, 0x40000000 /* 2.00000000e+00 */, 0x40000000 /* 2.00000000e+00 */, 0x40000000 /* 2.00000000e+00 */)).xyzw) + intBitsToFloat(ivec4(0xbf800000 /* -1.00000000e+00 */, 0xbf800000 /* -1.00000000e+00 */, 0xbf800000 /* -1.00000000e+00 */, 0xbf800000 /* -1.00000000e+00 */)).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R10.xyzw = (textureLod(ps_sampler15, R3.xyz, intBitsToFloat(0 /* 0.00000000e+00 */)).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R10.xyzw = ((R10.xyzw * intBitsToFloat(ivec4(0x40000000 /* 2.00000000e+00 */, 0x40000000 /* 2.00000000e+00 */, 0x40000000 /* 2.00000000e+00 */, 0x40000000 /* 2.00000000e+00 */)).xyzw) + intBitsToFloat(ivec4(0xbf800000 /* -1.00000000e+00 */, 0xbf800000 /* -1.00000000e+00 */, 0xbf800000 /* -1.00000000e+00 */, 0xbf800000 /* -1.00000000e+00 */)).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R8.xyzw = (R7.yyyy * R8.xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R8.xyzw = (R8.wxyz * intBitsToFloat(ivec4(0x4077dee3 /* 3.87297893e+00 */, 0x3fddb3db /* 1.73205125e+00 */, 0x3fddb3db /* 1.73205125e+00 */, 0x3fddb3db /* 1.73205125e+00 */)).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xyzw = (R7.zzzz * R9.xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R9.xyzw = (R9.wxyz * intBitsToFloat(ivec4(0x4077dee3 /* 3.87297893e+00 */, 0x3fddb3db /* 1.73205125e+00 */, 0x3fddb3db /* 1.73205125e+00 */, 0x3fddb3db /* 1.73205125e+00 */)).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R10.xyzw = (R7.xxxx * R10.xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R10.xyzw = (R10.wxyz * intBitsToFloat(ivec4(0x4077dee3 /* 3.87297893e+00 */, 0x3fddb3db /* 1.73205125e+00 */, 0x3fddb3db /* 1.73205125e+00 */, 0x3fddb3db /* 1.73205125e+00 */)).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R11.xyzw = (textureLod(ps_sampler16, R3.xyz, intBitsToFloat(0 /* 0.00000000e+00 */)).xyzw);

00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R3.xyzw = (R3.xyzw * intBitsToFloat(ivec4(0x4077dee3 /* 3.87297893e+00 */, 0x408f1bc3 /* 4.47213888e+00 */, 0x4077dee3 /* 3.87297893e+00 */, 0x4077dee3 /* 3.87297893e+00 */)).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R13.xyz = (R0.yzx * R0.yzy);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R14.yw = (R0.yx * R0.zz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R2.w = ((R0.x * R0.x) + -R13.x);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R15.yzw = (R0.yzx * intBitsToFloat(ivec4(0 /* 0.00000000e+00 */, 0xbf82fc67 /* -1.02332771e+00 */, 0x3f82fc67 /* 1.02332771e+00 */, 0xbf82fc67 /* -1.02332771e+00 */)).yzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R14.xz = ((R13.zy * intBitsToFloat(ivec4(0x3f800000 /* 1.00000000e+00 */, 0 /* 0.00000000e+00 */, 0x40400000 /* 3.00000000e+00 */, 0 /* 0.00000000e+00 */)).xz) + intBitsToFloat(ivec4(0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */, 0xbf800000 /* -1.00000000e+00 */, 0 /* 0.00000000e+00 */)).xz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R13.xyzw = (R14.xyzw * intBitsToFloat(ivec4(0x3f5bab79 /* 8.58085215e-01 */, 0xbf5bab79 /* -8.58085215e-01 */, 0x3e7da73e /* 2.47708291e-01 */, 0xbf5bab79 /* -8.58085215e-01 */)).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R2.w = (R2.w * intBitsToFloat(0x3edbab79 /* 4.29042608e-01 */));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R14.x = (R7.y);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R14.yzw = (R8.yzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R15.x = (intBitsToFloat(0x3f62dfcf /* 8.86227548e-01 */));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R4.x = (dot(R14.xyzw, R15.xyzw));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R8.yzw = (R11.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R6.w = (dot(R8.xyzw, R13.xyzw));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R4.x = (R4.x + R6.w);
 0xbeaa3055 /* -3.32399994e-01 */, 0xbeaa3055 /* -3.32399994e-01 */, 0 /* 0.00000000e+00 */)).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R7.xyz = ((R4.yzw * intBitsToFloat(ivec4(0xc0997176 /* -4.79510021e+00 */, 0xc0997176 /* -4.79510021e+00 */, 0xc0997176 /* -4.79510021e+00 */, 0 /* 0.00000000e+00 */)).xyz) + R7.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R7.xyz = ((R4.yzw * intBitsToFloat(ivec4(0x40305532 /* 2.75519991e+00 */, 0x40305532 /* 2.75519991e+00 */, 0x40305532 /* 2.75519991e+00 */, 0 /* 0.00000000e+00 */)).xyz) + R7.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R7.xyz = (R7.xyz + intBitsToFloat(ivec4(0x3faa7efa /* 1.33200002e+00 */, 0x3faa7efa /* 1.33200002e+00 */, 0x3faa7efa /* 1.33200002e+00 */, 0 /* 0.00000000e+00 */)).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R7.xyz = (max(R7.xyz, intBitsToFloat(ivec4(0x3f800000 /* 1.00000000e+00 */, 0x3f800000 /* 1.00000000e+00 */, 0x3f800000 /* 1.00000000e+00 */, 0 /* 0.00000000e+00 */)).xyz));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R3.xyz = (R3.xyz * R7.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R5.xyz = ((R5.xyz * intBitsToFloat(ivec4(0x3ee66666 /* 4.49999988e-01 */, 0x3ee66666 /* 4.49999988e-01 */, 0x3ee66666 /* 4.49999988e-01 */, 0 /* 0.00000000e+00 */)).xyz) + R6.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R2.xyz = (max(R2.xyz, intBitsToFloat(ivec4(0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */)).xyz));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R3.w = uintBitsToFloat(intBitsToFloat(0 /* 0.00000000e+00 */) < ps_cb0[130].x ? 0xffffffffu : 0u);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     if (bool(floatBitsToUint(R3).w))
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     {
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R6.xyz = (R1.xyz + -ps_cb1[8].xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R7.xyz = (ps_cb1[9].xyz + intBitsToFloat(ivec4(0x3f800000 /* 1.00000000e+00 */, 0x3f800000 /* 1.00000000e+00 */, 0x3f800000 /* 1.00000000e+00 */, 0 /* 0.00000000e+00 */)).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R6.xyz = uintBitsToFloat(uvec3(lessThan(R7.xyz, abs(R6.xyz))) * 0xffffffffu);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R3.w = uintBitsToFloat(floatBitsToUint(R6).y | floatBitsToUint(R6).x);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R3.w = uintBitsToFloat(floatBitsToUint(R6).z | floatBitsToUint(R3).w);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.x = (dot(R1.xyz, intBitsToFloat(ivec4(0x3f13b646 /* 5.77000022e-01 */, 0x3f13b646 /* 5.77000022e-01 */, 0x3f13b646 /* 5.77000022e-01 */, 0 /* 0.00000000e+00 */)).xyz));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.x = (R1.x * intBitsToFloat(0x3b03126f /* 2.00000009e-03 */));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.x = (fract(R1.x));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.x = uintBitsToFloat(intBitsToFloat(0x3f000000 /* 5.00000000e-01 */) < R1.x ? 0xffffffffu : 0u);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     tmp0.xyz = (bool(floatBitsToUint(R1).x) ? intBitsToFloat(ivec4(0 /* 0.00000000e+00 */, 0x3f800000 /* 1.00000000e+00 */, 0x3f800000 /* 1.00000000e+00 */, 0 /* 0.00000000e+00 */)).xyz : intBitsToFloat(ivec4(0x3f800000 /* 1.00000000e+00 */, 0x3f800000 /* 1.00000000e+00 */, 0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */)).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.xyz = (tmp0.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     tmp0.xyz = (bool(floatBitsToUint(R3).w) ? R1.xyz : R2.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R2.xyz = (tmp0.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     }
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.xyz = ((ps_cb0[134].zzz * R5.xyz) + R3.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     ps_out[0].xyz = (R2.xyz + R1.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.xyz = (ps_in[4].xyx * intBitsToFloat(ivec4(0x3c000000 /* 7.81250000e-03 */, 0x3c000000 /* 7.81250000e-03 */, 0x3c000000 /* 7.81250000e-03 */, 0 /* 0.00000000e+00 */)).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.xyz = (fract(R1.xyz));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.xyz = ((R1.xyz * intBitsToFloat(ivec4(0x43000000 /* 1.28000000e+02 */, 0x43000000 /* 1.28000000e+02 */, 0x43000000 /* 1.28000000e+02 */, 0 /* 0.00000000e+00 */)).xyz) + intBitsToFloat(ivec4(0xc280ae66 /* -6.43406219e+01 */, 0xc290ee66 /* -7.24656219e+01 */, 0xc280ae66 /* -6.43406219e+01 */, 0 /* 0.00000000e+00 */)).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.xyz = (R1.xyy * R1.xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.x = (dot(R1.xyz, intBitsToFloat(ivec4(0x41a32000 /* 2.03906250e+01 */, 0x4272d000 /* 6.07031250e+01 */, 0x401b6655 /* 2.42812085e+00 */, 0 /* 0.00000000e+00 */)).xyz));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.x = (fract(R1.x));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R1.x = (R1.x + intBitsToFloat(0xbf000000 /* -5.00000000e-01 */));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     ps_out[1].xyz = ((R0.xyz * intBitsToFloat(ivec4(0x3f000000 /* 5.00000000e-01 */, 0x3f000000 /* 5.00000000e-01 */, 0x3f000000 /* 5.00000000e-01 */, 0 /* 0.00000000e+00 */)).xyz) + intBitsToFloat(ivec4(0x3f000000 /* 5.00000000e-01 */, 0x3f000000 /* 5.00000000e-01 */, 0x3f000000 /* 5.00000000e-01 */, 0 /* 0.00000000e+00 */)).xyz);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.x = ((R2.w * R1.w) + intBitsToFloat(0x3b800000 /* 3.90625000e-03 */));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.x = (log2(abs(R0.x)));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     R0.x = ((R0.x * intBitsToFloat(0x3d800000 /* 6.25000000e-02 */)) + intBitsToFloat(0x3f000000 /* 5.00000000e-01 */));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     ps_out[3].w = ((R1.x * intBitsToFloat(0x3b808081 /* 3.92156886e-03 */)) + R0.x);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     ps_out[0].w = (intBitsToFloat(0 /* 0.00000000e+00 */));
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     ps_out[1].w = (ps_cb1[11].x);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     ps_out[2].yw = (intBitsToFloat(ivec4(0 /* 0.00000000e+00 */, 0x3f000000 /* 5.00000000e-01 */, 0 /* 0.00000000e+00 */, 0x3f119192 /* 5.68627477e-01 */)).yw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     ps_out[2].x = (R5.w);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     ps_out[3].xyz = (R4.yzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     ps_out[4].xyzw = (intBitsToFloat(ivec4(0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */, 0 /* 0.00000000e+00 */)).xyzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     ps_out[5].x = (R0.w);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     ps_out[5].yzw = (intBitsToFloat(ivec4(0 /* 0.00000000e+00 */, 0x3f800000 /* 1.00000000e+00 */, 0x3f800000 /* 1.00000000e+00 */, 0x3f800000 /* 1.00000000e+00 */)).yzw);
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     color_out0 = ps_out[0];
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     color_out1 = ps_out[1];
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     color_out2 = ps_out[2];
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     color_out3 = ps_out[3];
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     color_out4 = ps_out[4];
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     color_out5 = ps_out[5];
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     return;
00ef:fixme:d3d_shader:shader_glsl_dump_program_source     }
00ef:fixme:d3d_shader:shader_glsl_dump_program_source 
00ef:fixme:d3d_shader:print_glsl_info_log Info log received from GLSL shader #59:
00ef:fixme:d3d_shader:print_glsl_info_log     error: Too many fragment shader texture samplers
00ef:err:d3d:wined3d_debug_callback 0x14322320: "GL_INVALID_OPERATION in glGetUniformLocation(program not linked)".
00ef:err:d3d:wined3d_debug_callback 0x14322320: "GL_INVALID_OPERATION in glGetUniformLocation(program not linked)".
00bf:fixme:msctf:ThreadMgr_Destructor Left Over ITfDocumentMgr.  Should we do something with it?
00bf:fixme:vcruntime:__telemetry_main_return_trigger (000000000A290000)
00bf:fixme:vcruntime:__telemetry_main_return_trigger (000000000FF60000)
00bf:fixme:vcruntime:__telemetry_main_return_trigger (000000000A270000)
thisusername
Level 2
Level 2
Posts: 26
Joined: Mon Jun 17, 2019 10:38 am

Re: An indie Unreal Engine game works fine except The Graphics part

Post by thisusername »

Update: i found a map which not fully damaged not the best you can get with it but it's better and can be used,The strange Thing when i put settings on high on ultra! like just for example shadows etc that fixed some damage and the result is better even for other maps but the black parts / bad graphics/ mixed colors still there for the other. every map in general needs different settings to reduce the damage. that might related or because the map less complicated like colors for example.

so the problem not solved, but this an upgrade.
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