2019-07-01 17:17:55 [INFO ] : GENESIS 2019-07-01 17:17:55 [INFO ] : Creating context # 2019-07-01 17:17:56 [INFO ] : Recreated context successfully. 2019-07-01 17:17:56 [INFO ] : # acquiring #. 2019-07-01 17:17:56 [INFO ] : Setting up # 2019-07-01 17:17:56 [INFO ] : Scene setup took 0.031s run time, 0.043s clock time. 2019-07-01 17:17:56 [INFO ] : Transitioning to # 2019-07-01 17:17:56 [INFO ] : # packing for # (800x600) 2019-07-01 17:17:56 [INFO ] : # pass order: (#) 2019-07-01 17:17:56 [INFO ] : # texture count: 2 2019-07-01 17:17:56 [INFO ] : # texture allocation: # COLOR: # DEPTH: # 2019-07-01 17:17:56 [INFO ] : Loading 14 assets. 2019-07-01 17:17:56 [DEBUG] : Loading: #(# # # # # # # # # # # # # #) 2019-07-01 17:17:56 [TRACE] : Loading WORKBENCH/BALL 2019-07-01 17:17:56 [TRACE] : Loading TRIAL/NOTO-MONO 2019-07-01 17:17:56 [TRACE] : Loading # 2019-07-01 17:17:56 [TRACE] : Loading # 2019-07-01 17:17:56 [TRACE] : Loading # 2019-07-01 17:17:56 [TRACE] : Loading # 2019-07-01 17:17:56 [TRACE] : Loading # 2019-07-01 17:17:56 [TRACE] : Loading # 2019-07-01 17:17:56 [DEBUG] : Attaching # as COLOR-ATTACHMENT0 to #. 2019-07-01 17:17:56 [DEBUG] : Attaching # as DEPTH-STENCIL-ATTACHMENT to #. 2019-07-01 17:17:56 [TRACE] : Loading # 2019-07-01 17:17:56 [DEBUG] : Compiled shader #: #version 330 core out vec4 color; void _GLSLTK_main_1(){ color = vec4(1.0, 1.0, 1.0, 1.0); } uniform vec4 objectcolor; void _GLSLTK_main_2(){ color *= objectcolor; } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } void _GLSLTK_main_4(){ } void main(){ _GLSLTK_main_3(); _GLSLTK_main_4(); } 2019-07-01 17:17:56 [TRACE] : Loading # 2019-07-01 17:17:56 [DEBUG] : Compiled shader #: #version 330 core layout(location = 0) in vec3 position; uniform mat4 model_matrix; uniform mat4 view_matrix; uniform mat4 projection_matrix; void _GLSLTK_main_1(){ gl_Position = (projection_matrix * (view_matrix * (model_matrix * vec4(position, 1.0)))); } void _GLSLTK_main_2(){ _GLSLTK_main_1(); } void _GLSLTK_main_3(){ } void main(){ _GLSLTK_main_2(); _GLSLTK_main_3(); } 2019-07-01 17:17:56 [TRACE] : Loading # 2019-07-01 17:17:56 [DEBUG] : Linked # with (# #). 2019-07-01 17:17:56 [TRACE] : Loading # 2019-07-01 17:17:56 [DEBUG] : Compiled shader #: #version 330 core out vec4 color; void _GLSLTK_main_1(){ color = vec4(1.0, 1.0, 1.0, 1.0); } uniform vec4 objectcolor; uniform sampler2D texture_image; in vec2 texcoord; void _GLSLTK_main_2(){ float intensity = texture(texture_image, texcoord, -0.65).r; color = (objectcolor * intensity); } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } void _GLSLTK_main_4(){ } void main(){ _GLSLTK_main_3(); _GLSLTK_main_4(); } 2019-07-01 17:17:56 [TRACE] : Loading # 2019-07-01 17:17:56 [DEBUG] : Compiled shader #: #version 330 core layout(location = 1) in vec2 in_texcoord; out vec2 texcoord; void _GLSLTK_main_1(){ texcoord = in_texcoord; } layout(location = 0) in vec3 position; uniform mat4 model_matrix; uniform mat4 view_matrix; uniform mat4 projection_matrix; void _GLSLTK_main_2(){ gl_Position = (projection_matrix * (view_matrix * (model_matrix * vec4(position, 1.0)))); } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } void _GLSLTK_main_4(){ } void main(){ _GLSLTK_main_3(); _GLSLTK_main_4(); } 2019-07-01 17:17:56 [TRACE] : Loading # 2019-07-01 17:17:56 [DEBUG] : Linked # with (# #). 2019-07-01 17:17:56 [INFO ] : # releasing #. 2019-07-01 17:17:56 [INFO ] : # acquiring #. ; in: LAMBDA (TRIAL::PASS TRIAL::PROGRAM) ; (SETF (TRIAL:UNIFORM TRIAL::PROGRAM (TRIAL:UNIFORM-NAME FLOW:PORT)) ; (POP TRIAL::TEXTURE-INDEX)) ; --> LET* FUNCALL LET* TRIAL::%SET-UNIFORM BLOCK ETYPECASE LET COND IF ; --> IF IF IF IF IF PROGN LET SB-SYS:WITH-PINNED-OBJECTS FLET ; --> #:WITH-PINNED-OBJECTS-THUNK19 BLOCK PROGN ; ==> ; (CL-OPENGL-BINDINGS:UNIFORM-MATRIX-2FV FLARE:LOCATION 1 T ; (SB-SYS:VECTOR-SAP TRIAL::DATA)) ; ; note: doing SAP to pointer coercion (cost 20) ; --> LET* FUNCALL LET* TRIAL::%SET-UNIFORM BLOCK ETYPECASE LET COND IF ; --> IF IF IF IF PROGN LET SB-SYS:WITH-PINNED-OBJECTS FLET ; --> #:WITH-PINNED-OBJECTS-THUNK16 BLOCK PROGN ; ==> ; (CL-OPENGL-BINDINGS:UNIFORM-MATRIX-3FV FLARE:LOCATION 1 T ; (SB-SYS:VECTOR-SAP TRIAL::DATA)) ; ; note: doing SAP to pointer coercion (cost 20) ; --> LET* FUNCALL LET* TRIAL::%SET-UNIFORM BLOCK ETYPECASE LET COND IF ; --> IF IF IF PROGN LET SB-SYS:WITH-PINNED-OBJECTS FLET ; --> #:WITH-PINNED-OBJECTS-THUNK13 BLOCK PROGN ; ==> ; (CL-OPENGL-BINDINGS:UNIFORM-MATRIX-4FV FLARE:LOCATION 1 T ; (SB-SYS:VECTOR-SAP TRIAL::DATA)) ; ; note: doing SAP to pointer coercion (cost 20) ; (SETF (TRIAL:UNIFORM TRIAL::PROGRAM FLARE:NAME) TRIAL::VALUE) ; --> LET* FUNCALL LET* TRIAL::%SET-UNIFORM BLOCK ETYPECASE LET COND IF ; --> IF IF IF IF IF PROGN LET SB-SYS:WITH-PINNED-OBJECTS FLET ; --> #:WITH-PINNED-OBJECTS-THUNK66 BLOCK PROGN ; ==> ; (CL-OPENGL-BINDINGS:UNIFORM-MATRIX-2FV FLARE:LOCATION 1 T ; (SB-SYS:VECTOR-SAP TRIAL::DATA)) ; ; note: doing SAP to pointer coercion (cost 20) ; --> LET* FUNCALL LET* TRIAL::%SET-UNIFORM BLOCK ETYPECASE LET COND IF ; --> IF IF IF IF PROGN LET SB-SYS:WITH-PINNED-OBJECTS FLET ; --> #:WITH-PINNED-OBJECTS-THUNK63 BLOCK PROGN ; ==> ; (CL-OPENGL-BINDINGS:UNIFORM-MATRIX-3FV FLARE:LOCATION 1 T ; (SB-SYS:VECTOR-SAP TRIAL::DATA)) ; ; note: doing SAP to pointer coercion (cost 20) ; --> LET* FUNCALL LET* TRIAL::%SET-UNIFORM BLOCK ETYPECASE LET COND IF ; --> IF IF IF PROGN LET SB-SYS:WITH-PINNED-OBJECTS FLET ; --> #:WITH-PINNED-OBJECTS-THUNK60 BLOCK PROGN ; ==> ; (CL-OPENGL-BINDINGS:UNIFORM-MATRIX-4FV FLARE:LOCATION 1 T ; (SB-SYS:VECTOR-SAP TRIAL::DATA)) ; ; note: doing SAP to pointer coercion (cost 20) ; ; compilation unit finished ; printed 6 notes 2019-07-01 17:17:57 [DEBUG] : Compiled shader #: #version 330 core out vec4 color; void _GLSLTK_main_1(){ color = vec4(1.0, 1.0, 1.0, 1.0); } uniform vec4 objectcolor; void _GLSLTK_main_2(){ color *= objectcolor; } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } void _GLSLTK_main_4(){ } void main(){ _GLSLTK_main_3(); _GLSLTK_main_4(); } 2019-07-01 17:17:57 [DEBUG] : Compiled shader #: #version 330 core layout(location = 0) in vec3 position; uniform mat4 model_matrix; uniform mat4 view_matrix; uniform mat4 projection_matrix; void _GLSLTK_main_1(){ gl_Position = (projection_matrix * (view_matrix * (model_matrix * vec4(position, 1.0)))); } void _GLSLTK_main_2(){ _GLSLTK_main_1(); } void _GLSLTK_main_3(){ } void main(){ _GLSLTK_main_2(); _GLSLTK_main_3(); } 2019-07-01 17:17:57 [DEBUG] : Linked # with (# #). 2019-07-01 17:17:57 [DEBUG] : Compiled shader #: #version 330 core out vec4 color; void _GLSLTK_main_1(){ color = vec4(1.0, 1.0, 1.0, 1.0); } uniform vec4 objectcolor; void _GLSLTK_main_2(){ color *= objectcolor; } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } void _GLSLTK_main_4(){ } void main(){ _GLSLTK_main_3(); _GLSLTK_main_4(); } 2019-07-01 17:17:57 [DEBUG] : Compiled shader #: #version 330 core layout(location = 0) in vec3 position; uniform mat4 model_matrix; uniform mat4 view_matrix; uniform mat4 projection_matrix; void _GLSLTK_main_1(){ gl_Position = (projection_matrix * (view_matrix * (model_matrix * vec4(position, 1.0)))); } void _GLSLTK_main_2(){ _GLSLTK_main_1(); } void _GLSLTK_main_3(){ } void main(){ _GLSLTK_main_2(); _GLSLTK_main_3(); } 2019-07-01 17:17:57 [DEBUG] : Linked # with (# #). 2019-07-01 17:17:57 [DEBUG] : Compiled shader #: #version 330 core out vec4 color; void _GLSLTK_main_1(){ color = vec4(1.0, 1.0, 1.0, 1.0); } uniform vec4 objectcolor; uniform sampler2D texture_image; in vec2 texcoord; void _GLSLTK_main_2(){ float intensity = texture(texture_image, texcoord, -0.65).r; color = (objectcolor * intensity); } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } void _GLSLTK_main_4(){ } void main(){ _GLSLTK_main_3(); _GLSLTK_main_4(); } 2019-07-01 17:17:57 [DEBUG] : Compiled shader #: #version 330 core layout(location = 1) in vec2 in_texcoord; out vec2 texcoord; void _GLSLTK_main_1(){ texcoord = in_texcoord; } layout(location = 0) in vec3 position; uniform mat4 model_matrix; uniform mat4 view_matrix; uniform mat4 projection_matrix; void _GLSLTK_main_2(){ gl_Position = (projection_matrix * (view_matrix * (model_matrix * vec4(position, 1.0)))); } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } void _GLSLTK_main_4(){ } void main(){ _GLSLTK_main_3(); _GLSLTK_main_4(); } 2019-07-01 17:17:57 [DEBUG] : Linked # with (# #). 2019-07-01 17:17:59 [INFO ] : Exiting render-loop for #. 2019-07-01 17:18:00 [DEBUG] : Finalizing # 2019-07-01 17:18:00 [INFO ] : RAPTURE 2019-07-01 17:18:00 [WARN ] : # stealing # from #. 2019-07-01 17:18:00 [INFO ] : # acquiring #. 2019-07-01 17:18:00 [DEBUG] : Finalizing # 2019-07-01 17:18:00 [DEBUG] : Finalizing # 2019-07-01 17:18:00 [DEBUG] : Finalizing # 2019-07-01 17:18:00 [DEBUG] : Finalizing # 2019-07-01 17:18:00 [DEBUG] : Finalizing #<2D-CAMERA CAMERA {10066CC623}> 2019-07-01 17:18:00 [DEBUG] : Finalizing # 2019-07-01 17:18:00 [DEBUG] : Finalizing # 2019-07-01 17:18:00 [INFO ] : Destroying context. 2019-07-01 17:18:00 [TRACE] : Deallocating TRIAL/NOTO-MONO 2019-07-01 17:18:00 [TRACE] : Deallocating WORKBENCH/BALL NIL