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Game Crashes


Gymnorhinus

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Hi,

 

I have problem with game, in specific areas, somtimes works great but sometimes when i jump to another sector i get error like this in attachment, and every time i load this save the same issue  :'( i have opengl 4.0 so it should working. ati amd radeon 6470m 1gb 3gb and some double core cpu i guess intel pentium. Do you know how can i fix it?  Sorry for my bad english.  :P

IMG_20170125_163657-800.jpg.a1dccc289f0e69f679d1152129a040c5.jpg

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How? Just copy and paste here? I cant do this in attachment becouse of size restrictions :/ I will paste it into spoiler (only end of it)

 

Wed Jan 25 23:48:10 2017| Vertex Shader:

Wed Jan 25 23:48:10 2017|    1| #version 130

Wed Jan 25 23:48:10 2017|    2| #define LOW

Wed Jan 25 23:48:10 2017|    3| #define VERTEX_SHADER

Wed Jan 25 23:48:10 2017|    4| #ifdef HIGH

Wed Jan 25 23:48:10 2017|    5| #ifdef VERTEX_SHADER

Wed Jan 25 23:48:10 2017|    6| layout(location = 0) in vec3 vPosition;

Wed Jan 25 23:48:10 2017|    7| layout(location = 1) in vec3 vNormal;

Wed Jan 25 23:48:10 2017|    8| layout(location = 2) in vec2 vTex;

Wed Jan 25 23:48:10 2017|    9| layout(location = 3) in vec4 vColor;

Wed Jan 25 23:48:10 2017|  10| layout(location = 4) in uint vIndex;

Wed Jan 25 23:48:10 2017|  11| layout(location = 5) in uint vInstancedIndex;

Wed Jan 25 23:48:10 2017|  12| layout(location = 6) in float vSize;

Wed Jan 25 23:48:10 2017|  13| layout(location = 7) in vec3 vTangent;

Wed Jan 25 23:48:10 2017|  14| layout(location = 8) in vec3 vBitangent;

Wed Jan 25 23:48:10 2017|  15| layout(location = 9) in vec4 vUtil0;

Wed Jan 25 23:48:10 2017|  16| layout(location = 10) in vec4 vUtil1;

Wed Jan 25 23:48:10 2017|  17| layout(location = 11) in vec4 vUtil2;

Wed Jan 25 23:48:10 2017|  18| layout(location = 12) in vec4 vUtil3;

Wed Jan 25 23:48:10 2017|  19| layout(location = 13) in vec2 vTexWorld;

Wed Jan 25 23:48:10 2017|  20| layout(location = 14) in vec3 vLight;

Wed Jan 25 23:48:10 2017|  21| #endif // VERTEX_SHADER

Wed Jan 25 23:48:10 2017|  22|

Wed Jan 25 23:48:10 2017|  23| #ifdef FRAGMENT_SHADER

Wed Jan 25 23:48:10 2017|  24| layout(location = 0) out vec4 outFragColor;

Wed Jan 25 23:48:10 2017|  25|

Wed Jan 25 23:48:10 2017|  26| #if defined(DEFERRED)

Wed Jan 25 23:48:10 2017|  27| layout(location = 1) out vec4 outNormalColor;

Wed Jan 25 23:48:10 2017|  28| layout(location = 2) out vec4 outPositionColor;

Wed Jan 25 23:48:10 2017|  29| #endif // DEFERRED

Wed Jan 25 23:48:10 2017|  30| #endif // FRAGMENT_SHADER

Wed Jan 25 23:48:10 2017|  31| #else

Wed Jan 25 23:48:10 2017|  32|

Wed Jan 25 23:48:10 2017|  33| out vec4 outFragColor;

Wed Jan 25 23:48:10 2017|  34|

Wed Jan 25 23:48:10 2017|  35| #ifdef VERTEX_SHADER

Wed Jan 25 23:48:10 2017|  36| in vec3 vPosition;

Wed Jan 25 23:48:10 2017|  37| in vec3 vNormal;

Wed Jan 25 23:48:10 2017|  38| in vec2 vTex;

Wed Jan 25 23:48:10 2017|  39| in vec4 vColor;

Wed Jan 25 23:48:10 2017|  40| in float vIndex;

Wed Jan 25 23:48:10 2017|  41| in float vInstancedIndex;

Wed Jan 25 23:48:10 2017|  42| in float vSize;

Wed Jan 25 23:48:10 2017|  43| in vec3 vTangent;

Wed Jan 25 23:48:10 2017|  44| in vec3 vBitangent;

Wed Jan 25 23:48:10 2017|  45| in vec4 vUtil0;

Wed Jan 25 23:48:10 2017|  46| in vec4 vUtil1;

Wed Jan 25 23:48:10 2017|  47| in vec4 vUtil2;

Wed Jan 25 23:48:10 2017|  48| in vec4 vUtil3;

Wed Jan 25 23:48:10 2017|  49| in vec2 vTexWorld;

Wed Jan 25 23:48:10 2017|  50| in vec3 vLight;

Wed Jan 25 23:48:10 2017|  51| #endif // VERTEX_SHADER

Wed Jan 25 23:48:10 2017|  52|

Wed Jan 25 23:48:10 2017|  53| #endif // HIGH

Wed Jan 25 23:48:10 2017|  54|

Wed Jan 25 23:48:10 2017|  55| #define NORMAL_MAPPING

Wed Jan 25 23:48:10 2017|  56|

Wed Jan 25 23:48:10 2017|  57| float aberration = 0.06;

Wed Jan 25 23:48:10 2017|  58|

Wed Jan 25 23:48:10 2017|  59|

Wed Jan 25 23:48:10 2017|  60| uniform mat4 mWorldViewProjection;

Wed Jan 25 23:48:10 2017|  61|

Wed Jan 25 23:48:10 2017|  62| uniform vec3 eye;

Wed Jan 25 23:48:10 2017|  63| uniform float screenHeight;

Wed Jan 25 23:48:10 2017|  64|

Wed Jan 25 23:48:10 2017|  65| out vec4 color;

Wed Jan 25 23:48:10 2017|  66|

Wed Jan 25 23:48:10 2017|  67| void main(void)

Wed Jan 25 23:48:10 2017|  68| {

Wed Jan 25 23:48:10 2017|  69|    gl_Position = mWorldViewProjection * vec4(vPosition, 1.0);

Wed Jan 25 23:48:10 2017|  70|    gl_PointSize = screenHeight * vSize / gl_Position.w * 2.0f;

Wed Jan 25 23:48:10 2017|  71|

Wed Jan 25 23:48:10 2017|  72|    color = vColor;

Wed Jan 25 23:48:10 2017|  73| }

Wed Jan 25 23:48:10 2017|  74|

Wed Jan 25 23:48:10 2017|  75|

Wed Jan 25 23:48:10 2017| Fragment Shader:

Wed Jan 25 23:48:10 2017|    1| #version 130

Wed Jan 25 23:48:10 2017|    2| #define LOW

Wed Jan 25 23:48:10 2017|    3| #define FRAGMENT_SHADER

Wed Jan 25 23:48:10 2017|    4|

Wed Jan 25 23:48:10 2017|    5| #ifdef HIGH

Wed Jan 25 23:48:10 2017|    6| #ifdef VERTEX_SHADER

Wed Jan 25 23:48:10 2017|    7| layout(location = 0) in vec3 vPosition;

Wed Jan 25 23:48:10 2017|    8| layout(location = 1) in vec3 vNormal;

Wed Jan 25 23:48:10 2017|    9| layout(location = 2) in vec2 vTex;

Wed Jan 25 23:48:10 2017|  10| layout(location = 3) in vec4 vColor;

Wed Jan 25 23:48:10 2017|  11| layout(location = 4) in uint vIndex;

Wed Jan 25 23:48:10 2017|  12| layout(location = 5) in uint vInstancedIndex;

Wed Jan 25 23:48:10 2017|  13| layout(location = 6) in float vSize;

Wed Jan 25 23:48:10 2017|  14| layout(location = 7) in vec3 vTangent;

Wed Jan 25 23:48:10 2017|  15| layout(location = 8) in vec3 vBitangent;

Wed Jan 25 23:48:10 2017|  16| layout(location = 9) in vec4 vUtil0;

Wed Jan 25 23:48:10 2017|  17| layout(location = 10) in vec4 vUtil1;

Wed Jan 25 23:48:10 2017|  18| layout(location = 11) in vec4 vUtil2;

Wed Jan 25 23:48:10 2017|  19| layout(location = 12) in vec4 vUtil3;

Wed Jan 25 23:48:10 2017|  20| layout(location = 13) in vec2 vTexWorld;

Wed Jan 25 23:48:10 2017|  21| layout(location = 14) in vec3 vLight;

Wed Jan 25 23:48:10 2017|  22| #endif // VERTEX_SHADER

Wed Jan 25 23:48:10 2017|  23|

Wed Jan 25 23:48:10 2017|  24| #ifdef FRAGMENT_SHADER

Wed Jan 25 23:48:10 2017|  25| layout(location = 0) out vec4 outFragColor;

Wed Jan 25 23:48:10 2017|  26|

Wed Jan 25 23:48:10 2017|  27| #if defined(DEFERRED)

Wed Jan 25 23:48:10 2017|  28| layout(location = 1) out vec4 outNormalColor;

Wed Jan 25 23:48:10 2017|  29| layout(location = 2) out vec4 outPositionColor;

Wed Jan 25 23:48:10 2017|  30| #endif // DEFERRED

Wed Jan 25 23:48:10 2017|  31| #endif // FRAGMENT_SHADER

Wed Jan 25 23:48:10 2017|  32| #else

Wed Jan 25 23:48:10 2017|  33|

Wed Jan 25 23:48:10 2017|  34| out vec4 outFragColor;

Wed Jan 25 23:48:10 2017|  35|

Wed Jan 25 23:48:10 2017|  36| #ifdef VERTEX_SHADER

Wed Jan 25 23:48:10 2017|  37| in vec3 vPosition;

Wed Jan 25 23:48:10 2017|  38| in vec3 vNormal;

Wed Jan 25 23:48:10 2017|  39| in vec2 vTex;

Wed Jan 25 23:48:10 2017|  40| in vec4 vColor;

Wed Jan 25 23:48:10 2017|  41| in float vIndex;

Wed Jan 25 23:48:10 2017|  42| in float vInstancedIndex;

Wed Jan 25 23:48:10 2017|  43| in float vSize;

Wed Jan 25 23:48:10 2017|  44| in vec3 vTangent;

Wed Jan 25 23:48:10 2017|  45| in vec3 vBitangent;

Wed Jan 25 23:48:10 2017|  46| in vec4 vUtil0;

Wed Jan 25 23:48:10 2017|  47| in vec4 vUtil1;

Wed Jan 25 23:48:10 2017|  48| in vec4 vUtil2;

Wed Jan 25 23:48:10 2017|  49| in vec4 vUtil3;

Wed Jan 25 23:48:10 2017|  50| in vec2 vTexWorld;

Wed Jan 25 23:48:10 2017|  51| in vec3 vLight;

Wed Jan 25 23:48:10 2017|  52| #endif // VERTEX_SHADER

Wed Jan 25 23:48:10 2017|  53|

Wed Jan 25 23:48:10 2017|  54| #endif // HIGH

Wed Jan 25 23:48:10 2017|  55|

Wed Jan 25 23:48:10 2017|  56| #define NORMAL_MAPPING

Wed Jan 25 23:48:10 2017|  57|

Wed Jan 25 23:48:10 2017|  58| float aberration = 0.06;

Wed Jan 25 23:48:10 2017|  59|

Wed Jan 25 23:48:10 2017|  60|

Wed Jan 25 23:48:10 2017|  61| in vec4 color;

Wed Jan 25 23:48:10 2017|  62|

Wed Jan 25 23:48:10 2017|  63|

Wed Jan 25 23:48:10 2017|  64|

Wed Jan 25 23:48:10 2017|  65| void main()

Wed Jan 25 23:48:10 2017|  66| {

Wed Jan 25 23:48:10 2017|  67| float light = 1.0f - clamp(distance(gl_PointCoord, vec2(0.5, 0.5)) * 2.0, 0.0, 1.0);

Wed Jan 25 23:48:10 2017|  68| light = light * light * light;

Wed Jan 25 23:48:10 2017|  69| light /= 1.5f;

Wed Jan 25 23:48:10 2017|  70|

Wed Jan 25 23:48:10 2017|  71| outFragColor = vec4(light, light, light, 1) * color;

Wed Jan 25 23:48:10 2017|  72| }

Wed Jan 25 23:48:10 2017|  73|

Wed Jan 25 23:48:10 2017| Error:

Wed Jan 25 23:48:10 2017| Fragment shader(s) linked, vertex shader(s) linked.

Wed Jan 25 23:48:10 2017|

 

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