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)