Attached Files | Crash_OSPRAY_withOpenGL2.txt [^] (7,625 bytes) 2016-08-03 12:25 [Show Content] [Hide Content]#osp: creating 'cylinders' geometry, #cylinders = 12
#osp: creating 'cylinders' geometry, #cylinders = 12
ERROR: In /.../PARAVIEW/src/ParaView-v5.1.0/VTK/Rendering/OpenGL2/vtkShaderProgram.cxx, line 378
vtkShaderProgram (0x4c97c60): 1: #version 150
2: #ifdef GL_ES
3: #if __VERSION__ == 300
4: #define varying in
5: #ifdef GL_FRAGMENT_PRECISION_HIGH
6: precision highp float;
7: precision highp sampler2D;
8: precision highp sampler3D;
9: #else
10: precision mediump float;
11: precision mediump sampler2D;
12: precision mediump sampler3D;
13: #endif
14: #define texelFetchBuffer texelFetch
15: #define texture1D texture
16: #define texture2D texture
17: #define texture3D texture
18: #endif // 300
19: #if __VERSION__ == 100
20: #extension GL_OES_standard_derivatives : enable
21: #ifdef GL_FRAGMENT_PRECISION_HIGH
22: precision highp float;
23: #else
24: precision mediump float;
25: #endif
26: #endif // 100
27: #else // GL_ES
28: #define highp
29: #define mediump
30: #define lowp
31: #if __VERSION__ == 150
32: #define varying in
33: #define texelFetchBuffer texelFetch
34: #define texture1D texture
35: #define texture2D texture
36: #define texture3D texture
37: #endif
38: #if __VERSION__ == 120
39: #extension GL_EXT_gpu_shader4 : require
40: #endif
41: #endif // GL_ES
42:
43:
44: /*=========================================================================
45:
46: Program: Visualization Toolkit
47: Module: vtkPolyDataFS.glsl
48:
49: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
50: All rights reserved.
51: See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
52:
53: This software is distributed WITHOUT ANY WARRANTY; without even
54: the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
55: PURPOSE. See the above copyright notice for more information.
56:
57: =========================================================================*/
58: // Template for the polydata mappers fragment shader
59:
60: uniform int PrimitiveIDOffset;
61:
62: // VC position of this fragment
63: //VTK::PositionVC::Dec
64:
65: // optional color passed in from the vertex shader, vertexColor
66: uniform bool OverridesColor;
67: uniform float opacityUniform; // the fragment opacity
68: uniform vec3 ambientColorUniform; // intensity weighted color
69: uniform vec3 diffuseColorUniform; // intensity weighted color
70:
71:
72: // optional surface normal declaration
73: //VTK::Normal::Dec
74:
75: // extra lighting parameters
76: //VTK::Light::Dec
77: float calcShadow(in vec4 vert,
78: in sampler2D shadowMap,
79: in mat4 shadowTransform,
80: in float attenuation)
81: {
82: vec4 shadowCoord = shadowTransform*vert;
83: float result = 1.0;
84: if(shadowCoord.w > 0.0)
85: {
86: vec2 projected = shadowCoord.xy/shadowCoord.w;
87: if(projected.x >= 0.0 && projected.x <= 1.0
88: && projected.y >= 0.0 && projected.y <= 1.0)
89: {
90: result = 0.0;
91: float zval = shadowCoord.z - 0.005;
92: vec2 projT = projected*1024;
93: projT = fract(projT);
94: if (texture2D(shadowMap,projected + (vec2(-1.0,-1.0)/1024)).r - zval > 0.0) { result = result + (1.0-projT.x)*(1.0-projT.y); }
95: if (texture2D(shadowMap,projected + (vec2(0.0,-1.0)/1024)).r - zval > 0.0) { result = result + (1.0-projT.y); }
96: if (texture2D(shadowMap,projected + (vec2(1.0,-1.0)/1024)).r - zval > 0.0) { result = result + projT.x*(1.0-projT.y); }
97: if (texture2D(shadowMap,projected + (vec2(1.0,0.0)/1024)).r - zval > 0.0) { result = result + projT.x; }
98: if (texture2D(shadowMap,projected + (vec2(0.0,0.0)/1024)).r - zval > 0.0) { result = result + 1.0; }
99: if (texture2D(shadowMap,projected + (vec2(-1.0,0.0)/1024)).r - zval > 0.0) { result = result + (1.0-projT.x); }
100: if (texture2D(shadowMap,projected + (vec2(0.0,1.0)/1024)).r - zval > 0.0) { result = result + projT.y; }
101: if (texture2D(shadowMap,projected + (vec2(-1.0,1.0)/1024)).r - zval > 0.0) { result = result + (1.0-projT.x)*projT.y; }
102: if (texture2D(shadowMap,projected + (vec2(1.0,1.0)/1024)).r - zval > 0.0) { result = result + projT.x*projT.y; }
103: result /= 4.0;
104: }
105: }
106: return (1.0 - attenuation + attenuation*result);
107: }
108: uniform float shadowAttenuation0;
109: uniform sampler2D shadowMap0;
110: uniform mat4 shadowTransform0;
111: uniform float shadowAttenuation1;
112: uniform sampler2D shadowMap1;
113: uniform mat4 shadowTransform1;
114: uniform float shadowAttenuation2;
115: uniform sampler2D shadowMap2;
116: uniform mat4 shadowTransform2;
117: uniform float shadowAttenuation3;
118: uniform sampler2D shadowMap3;
119: uniform mat4 shadowTransform3;
120:
121:
122: // Texture coordinates
123: //VTK::TCoord::Dec
124:
125: // picking support
126: //VTK::Picking::Dec
127:
128: // Depth Peeling Support
129: //VTK::DepthPeeling::Dec
130:
131: // clipping plane vars
132: //VTK::Clip::Dec
133:
134: // the output of this shader
135: out vec4 fragOutput0;
136:
137:
138: // Apple Bug
139: //VTK::PrimID::Dec
140:
141: // handle coincident offsets
142: uniform float cfactor;
143: uniform float coffset;
144:
145: void main()
146: {
147: // VC position of this fragment. This should not branch/return/discard.
148: //VTK::PositionVC::Impl
149:
150: // Place any calls that require uniform flow (e.g. dFdx) here.
151: float cscale = length(vec2(dFdx(gl_FragCoord.z),dFdy(gl_FragCoord.z)));
152: gl_FragDepth = gl_FragCoord.z + cfactor*cscale + 0.000016*coffset;
153: //VTK::UniformFlow::Impl
154:
155:
156: // Early depth peeling abort:
157: //VTK::DepthPeeling::PreColor
158:
159: // Apple Bug
160: //VTK::PrimID::Impl
161:
162: //VTK::Clip::Impl
163:
164: vec3 ambientColor;
165: vec3 diffuseColor;
166: float opacity;
167: ambientColor = ambientColorUniform;
168: diffuseColor = diffuseColorUniform;
169: opacity = opacityUniform;
170:
171: if (OverridesColor) {
172: ambientColor = ambientColorUniform;
173: diffuseColor = diffuseColorUniform; }
174:
175:
176: // Generate the normal if we are not passed in one
177: //VTK::Normal::Impl
178:
179: float factors[6];
180: factors[0] = 1.0;
181: factors[1] = 1.0;
182: factors[2] = calcShadow(vertexVC, shadowMap0, shadowTransform0, shadowAttenuation0);
183: factors[3] = calcShadow(vertexVC, shadowMap1, shadowTransform1, shadowAttenuation1);
184: factors[4] = calcShadow(vertexVC, shadowMap2, shadowTransform2, shadowAttenuation2);
185: factors[5] = calcShadow(vertexVC, shadowMap3, shadowTransform3, shadowAttenuation3);
186: fragOutput0 = vec4(ambientColor + diffuseColor, opacity);
187: //VTK::Light::Impl
188:
189:
190:
191: //VTK::TCoord::Impl
192:
193: if (fragOutput0.a <= 0.0)
194: {
195: discard;
196: }
197:
198: //VTK::DepthPeeling::Impl
199:
200: //VTK::Picking::Impl
201:
202: // handle coincident offsets
203: //VTK::Coincident::Impl
204: }
205:
ERROR: In /.../PARAVIEW/src/ParaView-v5.1.0/VTK/Rendering/OpenGL2/vtkShaderProgram.cxx, line 379
vtkShaderProgram (0x4c97c60): 0(182) : error C1008: undefined variable "vertexVC"
0(183) : error C1008: undefined variable "vertexVC"
0(184) : error C1008: undefined variable "vertexVC"
0(185) : error C1008: undefined variable "vertexVC"
Crash_OSPRAY_withOpenGL2.mov [^] (3,212,339 bytes) 2016-08-03 12:26 |