2020-07-31 15:00:13 [INFO ] : Running on X86-64 DESKTOP-VPC0TH0 NIL 2020-07-31 15:00:13 [INFO ] : GENESIS 2020-07-31 15:00:13 [INFO ] : Loading state from # into # 2020-07-31 15:00:13 [INFO ] : Loading # 2020-07-31 15:00:15 [INFO ] : Creating context # 2020-07-31 15:00:15 [INFO ] : Recreated context successfully. 2020-07-31 15:00:15 [DEBUG] : Context information: Running GL3.3 CORE Sample buffers: 0 (0 samples) Max texture size: 32768 Max texture units: 32 32 32 32 32 32 GL Vendor: NVIDIA Corporation GL Renderer: GeForce RTX 2080/PCIe/SSE2 GL Version: 3.3.0 NVIDIA 441.66 GL Shader Language: 3.30 NVIDIA via Cg compiler GL Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float 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GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 2020-07-31 15:00:15 [INFO ] : # acquiring #. 2020-07-31 15:00:15 [INFO ] : Setting up # 2020-07-31 15:00:16 [INFO ] : Scene setup took 0.312s run time, 0.313s clock time. 2020-07-31 15:00:16 [INFO ] : # packing for # (1280x720) 2020-07-31 15:00:16 [INFO ] : # pass order: (# # #) 2020-07-31 15:00:16 [INFO ] : # texture count: 4 2020-07-31 15:00:16 [INFO ] : # texture allocation: # SHADOW-MAP: # # COLOR: # # COLOR: # DEPTH: # LIGHTING: # SHADOW-MAP: # 2020-07-31 15:00:16 [INFO ] : About to load the following: #(# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #) 2020-07-31 15:00:16 [TRACE] : Loading LEAF/DEBUG 2020-07-31 15:00:16 [TRACE] : Loading LEAF/PLAYER 2020-07-31 15:00:16 [TRACE] : Loading LEAF/1X 2020-07-31 15:00:16 [TRACE] : Loading LEAF/TUNDRA-BG 2020-07-31 15:00:16 [TRACE] : Loading LEAF/EFFECTS 2020-07-31 15:00:16 [TRACE] : Loading TRIAL/FULLSCREEN-SQUARE 2020-07-31 15:00:16 [TRACE] : Loading LEAF/DUMMY 2020-07-31 15:00:16 [TRACE] : Loading LEAF/DEBUG-DOOR 2020-07-31 15:00:16 [TRACE] : Loading LEAF/TUNDRA 2020-07-31 15:00:16 [TRACE] : Loading LEAF/BALL 2020-07-31 15:00:16 [TRACE] : Loading LEAF/BALLOON 2020-07-31 15:00:16 [TRACE] : Loading TRIAL/NOTO-MONO 2020-07-31 15:00:16 [TRACE] : Loading LEAF/SWEEPER 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core layout(location = 0) in vec2 position; layout(location = 1) in vec2 normal; out vec2 line_normal; uniform float line_width = 3.0; uniform mat3 transform; uniform vec2 view_size; void main(){ vec3 delta = vec3(normal * line_width, 0); delta.xy /= view_size; vec3 pos = transform*vec3(position, 1); gl_Position = vec4(pos + delta, 1); line_normal = normal; } 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core layout(std140) uniform LightInfo{ int activep; vec2 sun_position; vec3 sun_light; vec3 ambient_light; } light_info; uniform sampler2D lighting; uniform sampler2D shadow_map; vec4 apply_lighting(vec4 color, vec2 offset, float absorption){ vec3 truecolor = pow(color.rgb, vec3(2.2)); if((light_info.activep != 0)){ ivec2 pos = ivec2((gl_FragCoord.xy - (vec2(0.5) + offset))); float shade = (0.4 < texelFetch(shadow_map, pos, 0).r)? 0 :1; vec4 light = texelFetch(lighting, pos, 0); truecolor *= light_info.ambient_light; truecolor += (light_info.sun_light * (max(0, (shade - absorption)) * color.rgb)); truecolor += (light.rgb * (max(0, (light.a - absorption)) * color.rgb)); }else{ truecolor *= 5; }; ; return vec4(truecolor, color.a); } out vec4 color; void _GLSLTK_main_1(){ color = vec4(1.0, 1.0, 1.0, 1.0); } uniform sampler2D background; uniform int parallax_direction = 1; in vec2 map_coord; void _GLSLTK_main_2(){ ivec2 map_wh = textureSize(background, 0); ivec2 map_xy = ivec2(map_coord); switch(parallax_direction){ case 0: map_xy = clamp(map_xy, ivec2(0), (map_wh - 1)); break; case 1: map_xy.x %= map_wh.x; map_xy.y = clamp((map_xy.y + (map_wh.y / 2)), 0, (map_wh.y - 1)); break; case 2: map_xy.x = clamp(map_xy.x, 0, (map_wh.x - 1)); map_xy.y %= map_wh.y; break; case 3: map_xy %= map_wh; break; }; ; color = texelFetch(background, map_xy, 0); color = mix(color, apply_lighting(color, vec2(0, 0), 0), 1); } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } uniform float gamma = 2.2; uniform float exposure = 0.5; void _GLSLTK_main_4(){ vec3 mapped = (vec3(1.0) - exp((-color.rgb * exposure))); color.rgb = pow(mapped, vec3((1.0 / gamma))); } void _GLSLTK_main_5(){ _GLSLTK_main_4(); } void main(){ _GLSLTK_main_3(); _GLSLTK_main_5(); } 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core out vec4 color; void _GLSLTK_main_1(){ color = vec4(1.0, 1.0, 1.0, 1.0); } in vec2 texcoord; uniform sampler2D texture_image; void _GLSLTK_main_2(){ color *= texture(texture_image, texcoord); } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } uniform float gamma = 2.2; uniform float exposure = 0.5; void _GLSLTK_main_4(){ vec3 mapped = (vec3(1.0) - exp((-color.rgb * exposure))); color.rgb = pow(mapped, vec3((1.0 / gamma))); } void _GLSLTK_main_5(){ _GLSLTK_main_4(); } void main(){ _GLSLTK_main_3(); _GLSLTK_main_5(); } 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core layout (location=0) in vec2 pos; uniform mat3 transform; out vec2 uv; void main(){ gl_Position = vec4(transform*vec3(pos, 1), 1); uv = pos; } 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core uniform sampler2D image; uniform vec2 uv_offset = vec2(0,0); uniform vec2 uv_scale = vec2(1,1); in vec2 uv; out vec4 out_color; void main(){ out_color = texture(image, (uv+uv_offset)/uv_scale); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core layout (location=0) in vec2 pos; uniform mat3 transform; void main(){ gl_Position = vec4(transform*vec3(pos, 1), 1); } 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core uniform vec4 color; out vec4 out_color; void main(){ out_color = color; } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core layout (location=0) in vec2 pos; layout (location=1) in vec4 vertex_color; out vec4 color; uniform mat3 transform; void main(){ gl_Position = vec4(transform*vec3(pos, 1), 1); color = vertex_color; } 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core in vec4 color; out vec4 out_color; void main(){ out_color = color; } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core in vec2 line_normal; uniform float feather = 0.66; uniform vec4 color; out vec4 out_color; void main(){ float strength = 1-length(line_normal); out_color = color * clamp(strength*feather+feather, 0, 1); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core layout (location=0) in vec2 pos; layout (location=1) in vec2 in_uv; uniform mat3 transform; out vec2 uv; void main(){ gl_Position = vec4(transform*vec3(pos, 1), 1); uv = in_uv; } 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core in vec2 uv; uniform sampler2D image; uniform float pxRange = 4; uniform vec4 color = vec4(0, 0, 0, 1); out vec4 out_color; float median(float r, float g, float b){ return max(min(r, g), min(max(r, g), b)); } void main(){ vec2 msdfUnit = pxRange/vec2(textureSize(image, 0)); vec3 msdfData = texture(image, uv).rgb; float sigDist = median(msdfData.r, msdfData.g, msdfData.b) - 0.5; sigDist *= dot(msdfUnit, 0.5/fwidth(uv)); float opacity = clamp(sigDist + 0.5, 0.0, 1.0); out_color = vec4(color.rgb, color.a*opacity); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core out vec4 color; void _GLSLTK_main_1(){ color = vec4(1.0, 1.0, 1.0, 1.0); } in vec2 texcoord; uniform sampler2D texture_image; void _GLSLTK_main_2(){ color *= texture(texture_image, texcoord); } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } void _GLSLTK_main_4(){ } void main(){ _GLSLTK_main_3(); _GLSLTK_main_4(); } 2020-07-31 15:00:16 [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(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core layout(std140) uniform LightInfo{ int activep; vec2 sun_position; vec3 sun_light; vec3 ambient_light; } light_info; layout(location = 0) in vec2 vertex_position; uniform mat4 model_matrix; uniform mat4 view_matrix; uniform mat4 projection_matrix; void _GLSLTK_main_1(){ vec2 vertex = vertex_position; if(((gl_VertexID % 2) != 0)){ vec2 direction = (light_info.sun_position - vertex); vertex = (vertex - (direction * 100)); }; gl_Position = (projection_matrix * (view_matrix * (model_matrix * vec4(vertex, 0, 1)))); } void main(){ _GLSLTK_main_1(); } 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core out vec4 color; void _GLSLTK_main_1(){ color = vec4(0.5); } void main(){ _GLSLTK_main_1(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [DEBUG] : Attaching # as COLOR-ATTACHMENT0 to #. 2020-07-31 15:00:16 [DEBUG] : Attaching # as COLOR-ATTACHMENT0 to #. 2020-07-31 15:00:16 [DEBUG] : Attaching # as COLOR-ATTACHMENT0 to #. 2020-07-31 15:00:16 [DEBUG] : Attaching # as DEPTH-STENCIL-ATTACHMENT to #. 2020-07-31 15:00:16 [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 vertex; uniform vec2 parallax_speed = vec2(2, 1); uniform vec2 background_scale = vec2(2, 2); uniform mat4 view_matrix; uniform mat4 model_matrix; uniform vec2 view_size; out vec2 map_coord; void _GLSLTK_main_2(){ map_coord = (model_matrix * (view_matrix * vec4((in_texcoord * (view_size * parallax_speed)), 0, 1))).xy; map_coord /= (parallax_speed * background_scale); gl_Position = vec4(vertex, 1); } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } void _GLSLTK_main_4(){ } void main(){ _GLSLTK_main_3(); _GLSLTK_main_4(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core layout(std140) uniform LightInfo{ int activep; vec2 sun_position; vec3 sun_light; vec3 ambient_light; } light_info; uniform sampler2D lighting; uniform sampler2D shadow_map; vec4 apply_lighting(vec4 color, vec2 offset, float absorption){ vec3 truecolor = pow(color.rgb, vec3(2.2)); if((light_info.activep != 0)){ ivec2 pos = ivec2((gl_FragCoord.xy - (vec2(0.5) + offset))); float shade = (0.4 < texelFetch(shadow_map, pos, 0).r)? 0 :1; vec4 light = texelFetch(lighting, pos, 0); truecolor *= light_info.ambient_light; truecolor += (light_info.sun_light * (max(0, (shade - absorption)) * color.rgb)); truecolor += (light.rgb * (max(0, (light.a - absorption)) * color.rgb)); }else{ truecolor *= 5; }; ; return vec4(truecolor, color.a); } uniform usampler2D tilemap; uniform sampler2D albedo; uniform sampler2D absorption; uniform vec2 map_size; uniform vec2 map_position; uniform int tile_size = 16; in vec2 map_coord; out vec4 color; void _GLSLTK_main_1(){ ivec2 map_wh = (ivec2(map_size) * tile_size); ivec2 map_xy = ivec2((map_coord + (map_wh / 2.0))); ivec2 tile_xy = ivec2((map_xy.x / tile_size), (map_xy.y / tile_size)); ivec2 pixel_xy = ivec2((map_xy.x % tile_size), (map_xy.y % tile_size)); uvec2 tile = texelFetch(tilemap, tile_xy, 0).rg; tile_xy = ((ivec2(tile) * tile_size) + pixel_xy); color = texelFetch(albedo, tile_xy, 0); float absor = texelFetch(absorption, tile_xy, 0).r; color = apply_lighting(color, vec2(0), (1 - absor)); } void _GLSLTK_main_2(){ _GLSLTK_main_1(); } uniform float gamma = 2.2; uniform float exposure = 0.5; void _GLSLTK_main_3(){ vec3 mapped = (vec3(1.0) - exp((-color.rgb * exposure))); color.rgb = pow(mapped, vec3((1.0 / gamma))); } void _GLSLTK_main_4(){ _GLSLTK_main_3(); } void main(){ _GLSLTK_main_2(); _GLSLTK_main_4(); } 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core layout(location = 0) in vec3 vertex; layout(location = 1) in vec2 vertex_uv; uniform mat4 view_matrix; uniform mat4 model_matrix; uniform vec2 view_size; out vec2 map_coord; void _GLSLTK_main_1(){ map_coord = (model_matrix * (view_matrix * vec4((vertex_uv * view_size), 0, 1))).xy; gl_Position = vec4(vertex, 1); } void _GLSLTK_main_2(){ _GLSLTK_main_1(); } void _GLSLTK_main_3(){ } void main(){ _GLSLTK_main_2(); _GLSLTK_main_3(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core layout(std140) uniform LightInfo{ int activep; vec2 sun_position; vec3 sun_light; vec3 ambient_light; } light_info; uniform sampler2D lighting; uniform sampler2D shadow_map; vec4 apply_lighting(vec4 color, vec2 offset, float absorption){ vec3 truecolor = pow(color.rgb, vec3(2.2)); if((light_info.activep != 0)){ ivec2 pos = ivec2((gl_FragCoord.xy - (vec2(0.5) + offset))); float shade = (0.4 < texelFetch(shadow_map, pos, 0).r)? 0 :1; vec4 light = texelFetch(lighting, pos, 0); truecolor *= light_info.ambient_light; truecolor += (light_info.sun_light * (max(0, (shade - absorption)) * color.rgb)); truecolor += (light.rgb * (max(0, (light.a - absorption)) * color.rgb)); }else{ truecolor *= 5; }; ; return vec4(truecolor, color.a); } out vec4 color; void _GLSLTK_main_1(){ color = vec4(1.0, 1.0, 1.0, 1.0); } in vec2 texcoord; uniform sampler2D texture_image; void _GLSLTK_main_2(){ color *= texture(texture_image, texcoord); } void _GLSLTK_main_3(){ color = apply_lighting(color, vec2(0, -5), 0); } void _GLSLTK_main_4(){ _GLSLTK_main_1(); _GLSLTK_main_2(); _GLSLTK_main_3(); } uniform float gamma = 2.2; uniform float exposure = 0.5; void _GLSLTK_main_5(){ vec3 mapped = (vec3(1.0) - exp((-color.rgb * exposure))); color.rgb = pow(mapped, vec3((1.0 / gamma))); } void _GLSLTK_main_6(){ _GLSLTK_main_5(); } void main(){ _GLSLTK_main_4(); _GLSLTK_main_6(); } 2020-07-31 15:00:16 [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(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core out vec4 color; void _GLSLTK_main_1(){ color = vec4(1.0, 1.0, 1.0, 1.0); } in vec2 texcoord; uniform sampler2D texture_image; void _GLSLTK_main_2(){ color *= texture(texture_image, texcoord); } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } uniform float gamma = 2.2; uniform float exposure = 0.5; void _GLSLTK_main_4(){ vec3 mapped = (vec3(1.0) - exp((-color.rgb * exposure))); color.rgb = pow(mapped, vec3((1.0 / gamma))); } void _GLSLTK_main_5(){ _GLSLTK_main_4(); } void main(){ _GLSLTK_main_3(); _GLSLTK_main_5(); } 2020-07-31 15:00:16 [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(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core layout(std140) uniform LightInfo{ int activep; vec2 sun_position; vec3 sun_light; vec3 ambient_light; } light_info; uniform sampler2D lighting; uniform sampler2D shadow_map; vec4 apply_lighting(vec4 color, vec2 offset, float absorption){ vec3 truecolor = pow(color.rgb, vec3(2.2)); if((light_info.activep != 0)){ ivec2 pos = ivec2((gl_FragCoord.xy - (vec2(0.5) + offset))); float shade = (0.4 < texelFetch(shadow_map, pos, 0).r)? 0 :1; vec4 light = texelFetch(lighting, pos, 0); truecolor *= light_info.ambient_light; truecolor += (light_info.sun_light * (max(0, (shade - absorption)) * color.rgb)); truecolor += (light.rgb * (max(0, (light.a - absorption)) * color.rgb)); }else{ truecolor *= 5; }; ; return vec4(truecolor, color.a); } uniform usampler2D tilemap; uniform sampler2D albedo; uniform sampler2D absorption; uniform vec2 map_size; uniform vec2 map_position; uniform int tile_size = 16; in vec2 map_coord; out vec4 color; void _GLSLTK_main_1(){ ivec2 map_wh = (ivec2(map_size) * tile_size); ivec2 map_xy = ivec2((map_coord + (map_wh / 2.0))); ivec2 tile_xy = ivec2((map_xy.x / tile_size), (map_xy.y / tile_size)); ivec2 pixel_xy = ivec2((map_xy.x % tile_size), (map_xy.y % tile_size)); uvec2 tile = texelFetch(tilemap, tile_xy, 0).rg; tile_xy = ((ivec2(tile) * tile_size) + pixel_xy); color = texelFetch(albedo, tile_xy, 0); float absor = texelFetch(absorption, tile_xy, 0).r; color = apply_lighting(color, vec2(0), (1 - absor)); } uniform float visibility = 1.0; void _GLSLTK_main_2(){ color *= visibility; } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } uniform float gamma = 2.2; uniform float exposure = 0.5; void _GLSLTK_main_4(){ vec3 mapped = (vec3(1.0) - exp((-color.rgb * exposure))); color.rgb = pow(mapped, vec3((1.0 / gamma))); } void _GLSLTK_main_5(){ _GLSLTK_main_4(); } void main(){ _GLSLTK_main_3(); _GLSLTK_main_5(); } 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core layout(location = 0) in vec3 vertex; layout(location = 1) in vec2 vertex_uv; uniform mat4 view_matrix; uniform mat4 model_matrix; uniform vec2 view_size; out vec2 map_coord; void _GLSLTK_main_1(){ map_coord = (model_matrix * (view_matrix * vec4((vertex_uv * view_size), 0, 1))).xy; gl_Position = vec4(vertex, 1); } void _GLSLTK_main_2(){ _GLSLTK_main_1(); } void _GLSLTK_main_3(){ } void main(){ _GLSLTK_main_2(); _GLSLTK_main_3(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core out vec4 color; void _GLSLTK_main_1(){ color = vec4(1.0, 1.0, 1.0, 1.0); } void _GLSLTK_main_2(){ color = vec4(0, 0, 0, 1); } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } uniform float gamma = 2.2; uniform float exposure = 0.5; void _GLSLTK_main_4(){ vec3 mapped = (vec3(1.0) - exp((-color.rgb * exposure))); color.rgb = pow(mapped, vec3((1.0 / gamma))); } void _GLSLTK_main_5(){ _GLSLTK_main_4(); } void main(){ _GLSLTK_main_3(); _GLSLTK_main_5(); } 2020-07-31 15:00:16 [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(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core out vec4 color; void _GLSLTK_main_1(){ color = vec4(1.0, 1.0, 1.0, 1.0); } in vec2 line_normal; in vec4 line_color; uniform float feather = 0.3; void _GLSLTK_main_2(){ color = (line_color * ((1 - length(line_normal)) / feather)); } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } uniform float gamma = 2.2; uniform float exposure = 0.5; void _GLSLTK_main_4(){ vec3 mapped = (vec3(1.0) - exp((-color.rgb * exposure))); color.rgb = pow(mapped, vec3((1.0 / gamma))); } void _GLSLTK_main_5(){ _GLSLTK_main_4(); } void main(){ _GLSLTK_main_3(); _GLSLTK_main_5(); } 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core layout(location = 0) in vec3 position; layout(location = 1) in vec3 direction; layout(location = 2) in vec4 color; out vec2 line_normal; out vec4 line_color; uniform float line_width = 3.0; uniform vec2 view_size = vec2(800, 600); uniform mat4 model_matrix; uniform mat4 view_matrix; uniform mat4 projection_matrix; void _GLSLTK_main_1(){ float aspect = (view_size.x / view_size.y); mat4 PVM = (projection_matrix * (view_matrix * model_matrix)); vec4 screen1 = (PVM * vec4(position, 1)); vec4 screen2 = (PVM * vec4((position + direction), 1)); vec2 clip1 = (screen1.xy / max(0.00001, screen1.w)); vec2 clip2 = (screen2.xy / max(0.00001, screen2.w)); clip1.x *= aspect; clip2.x *= aspect; line_normal = normalize((clip2 - clip1)); line_normal = vec2(-line_normal.y, line_normal.x); gl_Position = (screen1 + (screen1.w * vec4(((line_normal * line_width) / view_size), 0, 0))); line_color = color; } void _GLSLTK_main_2(){ _GLSLTK_main_1(); } void _GLSLTK_main_3(){ } void main(){ _GLSLTK_main_2(); _GLSLTK_main_3(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [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(); } uniform float gamma = 2.2; uniform float exposure = 0.5; void _GLSLTK_main_4(){ vec3 mapped = (vec3(1.0) - exp((-color.rgb * exposure))); color.rgb = pow(mapped, vec3((1.0 / gamma))); } void _GLSLTK_main_5(){ _GLSLTK_main_4(); } void main(){ _GLSLTK_main_3(); _GLSLTK_main_5(); } 2020-07-31 15:00:16 [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(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [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(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [INFO ] : # releasing #. 2020-07-31 15:00:16 [INFO ] : # acquiring #. 2020-07-31 15:00:16 [INFO ] : Refreshing shader program for # 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core out vec4 color; void _GLSLTK_main_1(){ color = vec4(1.0, 1.0, 1.0, 1.0); } void _GLSLTK_main_2(){ color = vec4(0, 0, 0, 1); } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } uniform float gamma = 2.2; uniform float exposure = 0.5; void _GLSLTK_main_4(){ vec3 mapped = (vec3(1.0) - exp((-color.rgb * exposure))); color.rgb = pow(mapped, vec3((1.0 / gamma))); } void _GLSLTK_main_5(){ _GLSLTK_main_4(); } void main(){ _GLSLTK_main_3(); _GLSLTK_main_5(); } 2020-07-31 15:00:16 [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(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [INFO ] : Refreshing shader program for # 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core out vec4 color; void _GLSLTK_main_1(){ color = vec4(1.0, 1.0, 1.0, 1.0); } in vec2 line_normal; in vec4 line_color; uniform float feather = 0.3; void _GLSLTK_main_2(){ color = (line_color * ((1 - length(line_normal)) / feather)); } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } uniform float gamma = 2.2; uniform float exposure = 0.5; void _GLSLTK_main_4(){ vec3 mapped = (vec3(1.0) - exp((-color.rgb * exposure))); color.rgb = pow(mapped, vec3((1.0 / gamma))); } void _GLSLTK_main_5(){ _GLSLTK_main_4(); } void main(){ _GLSLTK_main_3(); _GLSLTK_main_5(); } 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core layout(location = 0) in vec3 position; layout(location = 1) in vec3 direction; layout(location = 2) in vec4 color; out vec2 line_normal; out vec4 line_color; uniform float line_width = 3.0; uniform vec2 view_size = vec2(800, 600); uniform mat4 model_matrix; uniform mat4 view_matrix; uniform mat4 projection_matrix; void _GLSLTK_main_1(){ float aspect = (view_size.x / view_size.y); mat4 PVM = (projection_matrix * (view_matrix * model_matrix)); vec4 screen1 = (PVM * vec4(position, 1)); vec4 screen2 = (PVM * vec4((position + direction), 1)); vec2 clip1 = (screen1.xy / max(0.00001, screen1.w)); vec2 clip2 = (screen2.xy / max(0.00001, screen2.w)); clip1.x *= aspect; clip2.x *= aspect; line_normal = normalize((clip2 - clip1)); line_normal = vec2(-line_normal.y, line_normal.x); gl_Position = (screen1 + (screen1.w * vec4(((line_normal * line_width) / view_size), 0, 0))); line_color = color; } void _GLSLTK_main_2(){ _GLSLTK_main_1(); } void _GLSLTK_main_3(){ } void main(){ _GLSLTK_main_2(); _GLSLTK_main_3(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [INFO ] : Refreshing shader program for # 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core layout(std140) uniform LightInfo{ int activep; vec2 sun_position; vec3 sun_light; vec3 ambient_light; } light_info; layout(location = 0) in vec2 vertex_position; uniform mat4 model_matrix; uniform mat4 view_matrix; uniform mat4 projection_matrix; void _GLSLTK_main_1(){ vec2 vertex = vertex_position; if(((gl_VertexID % 2) != 0)){ vec2 direction = (light_info.sun_position - vertex); vertex = (vertex - (direction * 100)); }; gl_Position = (projection_matrix * (view_matrix * (model_matrix * vec4(vertex, 0, 1)))); } void main(){ _GLSLTK_main_1(); } 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core out vec4 color; void _GLSLTK_main_1(){ color = vec4(0.5); } void main(){ _GLSLTK_main_1(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [INFO ] : Refreshing shader program for # 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core out vec4 color; void _GLSLTK_main_1(){ color = vec4(1.0, 1.0, 1.0, 1.0); } in vec2 texcoord; uniform sampler2D texture_image; void _GLSLTK_main_2(){ color *= texture(texture_image, texcoord); } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } void _GLSLTK_main_4(){ } void main(){ _GLSLTK_main_3(); _GLSLTK_main_4(); } 2020-07-31 15:00:16 [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(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [INFO ] : Refreshing shader program for # 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core layout(std140) uniform LightInfo{ int activep; vec2 sun_position; vec3 sun_light; vec3 ambient_light; } light_info; uniform sampler2D lighting; uniform sampler2D shadow_map; vec4 apply_lighting(vec4 color, vec2 offset, float absorption){ vec3 truecolor = pow(color.rgb, vec3(2.2)); if((light_info.activep != 0)){ ivec2 pos = ivec2((gl_FragCoord.xy - (vec2(0.5) + offset))); float shade = (0.4 < texelFetch(shadow_map, pos, 0).r)? 0 :1; vec4 light = texelFetch(lighting, pos, 0); truecolor *= light_info.ambient_light; truecolor += (light_info.sun_light * (max(0, (shade - absorption)) * color.rgb)); truecolor += (light.rgb * (max(0, (light.a - absorption)) * color.rgb)); }else{ truecolor *= 5; }; ; return vec4(truecolor, color.a); } out vec4 color; void _GLSLTK_main_1(){ color = vec4(1.0, 1.0, 1.0, 1.0); } uniform sampler2D background; uniform int parallax_direction = 1; in vec2 map_coord; void _GLSLTK_main_2(){ ivec2 map_wh = textureSize(background, 0); ivec2 map_xy = ivec2(map_coord); switch(parallax_direction){ case 0: map_xy = clamp(map_xy, ivec2(0), (map_wh - 1)); break; case 1: map_xy.x %= map_wh.x; map_xy.y = clamp((map_xy.y + (map_wh.y / 2)), 0, (map_wh.y - 1)); break; case 2: map_xy.x = clamp(map_xy.x, 0, (map_wh.x - 1)); map_xy.y %= map_wh.y; break; case 3: map_xy %= map_wh; break; }; ; color = texelFetch(background, map_xy, 0); color = mix(color, apply_lighting(color, vec2(0, 0), 0), 1); } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } uniform float gamma = 2.2; uniform float exposure = 0.5; void _GLSLTK_main_4(){ vec3 mapped = (vec3(1.0) - exp((-color.rgb * exposure))); color.rgb = pow(mapped, vec3((1.0 / gamma))); } void _GLSLTK_main_5(){ _GLSLTK_main_4(); } void main(){ _GLSLTK_main_3(); _GLSLTK_main_5(); } 2020-07-31 15:00:16 [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 vertex; uniform vec2 parallax_speed = vec2(2, 1); uniform vec2 background_scale = vec2(2, 2); uniform mat4 view_matrix; uniform mat4 model_matrix; uniform vec2 view_size; out vec2 map_coord; void _GLSLTK_main_2(){ map_coord = (model_matrix * (view_matrix * vec4((in_texcoord * (view_size * parallax_speed)), 0, 1))).xy; map_coord /= (parallax_speed * background_scale); gl_Position = vec4(vertex, 1); } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } void _GLSLTK_main_4(){ } void main(){ _GLSLTK_main_3(); _GLSLTK_main_4(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [INFO ] : Refreshing shader program for # 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core layout(std140) uniform LightInfo{ int activep; vec2 sun_position; vec3 sun_light; vec3 ambient_light; } light_info; uniform sampler2D lighting; uniform sampler2D shadow_map; vec4 apply_lighting(vec4 color, vec2 offset, float absorption){ vec3 truecolor = pow(color.rgb, vec3(2.2)); if((light_info.activep != 0)){ ivec2 pos = ivec2((gl_FragCoord.xy - (vec2(0.5) + offset))); float shade = (0.4 < texelFetch(shadow_map, pos, 0).r)? 0 :1; vec4 light = texelFetch(lighting, pos, 0); truecolor *= light_info.ambient_light; truecolor += (light_info.sun_light * (max(0, (shade - absorption)) * color.rgb)); truecolor += (light.rgb * (max(0, (light.a - absorption)) * color.rgb)); }else{ truecolor *= 5; }; ; return vec4(truecolor, color.a); } uniform usampler2D tilemap; uniform sampler2D albedo; uniform sampler2D absorption; uniform vec2 map_size; uniform vec2 map_position; uniform int tile_size = 16; in vec2 map_coord; out vec4 color; void _GLSLTK_main_1(){ ivec2 map_wh = (ivec2(map_size) * tile_size); ivec2 map_xy = ivec2((map_coord + (map_wh / 2.0))); ivec2 tile_xy = ivec2((map_xy.x / tile_size), (map_xy.y / tile_size)); ivec2 pixel_xy = ivec2((map_xy.x % tile_size), (map_xy.y % tile_size)); uvec2 tile = texelFetch(tilemap, tile_xy, 0).rg; tile_xy = ((ivec2(tile) * tile_size) + pixel_xy); color = texelFetch(albedo, tile_xy, 0); float absor = texelFetch(absorption, tile_xy, 0).r; color = apply_lighting(color, vec2(0), (1 - absor)); } void _GLSLTK_main_2(){ _GLSLTK_main_1(); } uniform float gamma = 2.2; uniform float exposure = 0.5; void _GLSLTK_main_3(){ vec3 mapped = (vec3(1.0) - exp((-color.rgb * exposure))); color.rgb = pow(mapped, vec3((1.0 / gamma))); } void _GLSLTK_main_4(){ _GLSLTK_main_3(); } void main(){ _GLSLTK_main_2(); _GLSLTK_main_4(); } 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core layout(location = 0) in vec3 vertex; layout(location = 1) in vec2 vertex_uv; uniform mat4 view_matrix; uniform mat4 model_matrix; uniform vec2 view_size; out vec2 map_coord; void _GLSLTK_main_1(){ map_coord = (model_matrix * (view_matrix * vec4((vertex_uv * view_size), 0, 1))).xy; gl_Position = vec4(vertex, 1); } void _GLSLTK_main_2(){ _GLSLTK_main_1(); } void _GLSLTK_main_3(){ } void main(){ _GLSLTK_main_2(); _GLSLTK_main_3(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [INFO ] : Refreshing shader program for # 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core layout(std140) uniform LightInfo{ int activep; vec2 sun_position; vec3 sun_light; vec3 ambient_light; } light_info; uniform sampler2D lighting; uniform sampler2D shadow_map; vec4 apply_lighting(vec4 color, vec2 offset, float absorption){ vec3 truecolor = pow(color.rgb, vec3(2.2)); if((light_info.activep != 0)){ ivec2 pos = ivec2((gl_FragCoord.xy - (vec2(0.5) + offset))); float shade = (0.4 < texelFetch(shadow_map, pos, 0).r)? 0 :1; vec4 light = texelFetch(lighting, pos, 0); truecolor *= light_info.ambient_light; truecolor += (light_info.sun_light * (max(0, (shade - absorption)) * color.rgb)); truecolor += (light.rgb * (max(0, (light.a - absorption)) * color.rgb)); }else{ truecolor *= 5; }; ; return vec4(truecolor, color.a); } out vec4 color; void _GLSLTK_main_1(){ color = vec4(1.0, 1.0, 1.0, 1.0); } in vec2 texcoord; uniform sampler2D texture_image; void _GLSLTK_main_2(){ color *= texture(texture_image, texcoord); } void _GLSLTK_main_3(){ color = apply_lighting(color, vec2(0, -5), 0); } void _GLSLTK_main_4(){ _GLSLTK_main_1(); _GLSLTK_main_2(); _GLSLTK_main_3(); } uniform float gamma = 2.2; uniform float exposure = 0.5; void _GLSLTK_main_5(){ vec3 mapped = (vec3(1.0) - exp((-color.rgb * exposure))); color.rgb = pow(mapped, vec3((1.0 / gamma))); } void _GLSLTK_main_6(){ _GLSLTK_main_5(); } void main(){ _GLSLTK_main_4(); _GLSLTK_main_6(); } 2020-07-31 15:00:16 [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(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [INFO ] : Refreshing shader program for # 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core out vec4 color; void _GLSLTK_main_1(){ color = vec4(1.0, 1.0, 1.0, 1.0); } in vec2 texcoord; uniform sampler2D texture_image; void _GLSLTK_main_2(){ color *= texture(texture_image, texcoord); } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } uniform float gamma = 2.2; uniform float exposure = 0.5; void _GLSLTK_main_4(){ vec3 mapped = (vec3(1.0) - exp((-color.rgb * exposure))); color.rgb = pow(mapped, vec3((1.0 / gamma))); } void _GLSLTK_main_5(){ _GLSLTK_main_4(); } void main(){ _GLSLTK_main_3(); _GLSLTK_main_5(); } 2020-07-31 15:00:16 [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(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [INFO ] : Refreshing shader program for # 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core layout(std140) uniform LightInfo{ int activep; vec2 sun_position; vec3 sun_light; vec3 ambient_light; } light_info; uniform sampler2D lighting; uniform sampler2D shadow_map; vec4 apply_lighting(vec4 color, vec2 offset, float absorption){ vec3 truecolor = pow(color.rgb, vec3(2.2)); if((light_info.activep != 0)){ ivec2 pos = ivec2((gl_FragCoord.xy - (vec2(0.5) + offset))); float shade = (0.4 < texelFetch(shadow_map, pos, 0).r)? 0 :1; vec4 light = texelFetch(lighting, pos, 0); truecolor *= light_info.ambient_light; truecolor += (light_info.sun_light * (max(0, (shade - absorption)) * color.rgb)); truecolor += (light.rgb * (max(0, (light.a - absorption)) * color.rgb)); }else{ truecolor *= 5; }; ; return vec4(truecolor, color.a); } uniform usampler2D tilemap; uniform sampler2D albedo; uniform sampler2D absorption; uniform vec2 map_size; uniform vec2 map_position; uniform int tile_size = 16; in vec2 map_coord; out vec4 color; void _GLSLTK_main_1(){ ivec2 map_wh = (ivec2(map_size) * tile_size); ivec2 map_xy = ivec2((map_coord + (map_wh / 2.0))); ivec2 tile_xy = ivec2((map_xy.x / tile_size), (map_xy.y / tile_size)); ivec2 pixel_xy = ivec2((map_xy.x % tile_size), (map_xy.y % tile_size)); uvec2 tile = texelFetch(tilemap, tile_xy, 0).rg; tile_xy = ((ivec2(tile) * tile_size) + pixel_xy); color = texelFetch(albedo, tile_xy, 0); float absor = texelFetch(absorption, tile_xy, 0).r; color = apply_lighting(color, vec2(0), (1 - absor)); } uniform float visibility = 1.0; void _GLSLTK_main_2(){ color *= visibility; } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } uniform float gamma = 2.2; uniform float exposure = 0.5; void _GLSLTK_main_4(){ vec3 mapped = (vec3(1.0) - exp((-color.rgb * exposure))); color.rgb = pow(mapped, vec3((1.0 / gamma))); } void _GLSLTK_main_5(){ _GLSLTK_main_4(); } void main(){ _GLSLTK_main_3(); _GLSLTK_main_5(); } 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core layout(location = 0) in vec3 vertex; layout(location = 1) in vec2 vertex_uv; uniform mat4 view_matrix; uniform mat4 model_matrix; uniform vec2 view_size; out vec2 map_coord; void _GLSLTK_main_1(){ map_coord = (model_matrix * (view_matrix * vec4((vertex_uv * view_size), 0, 1))).xy; gl_Position = vec4(vertex, 1); } void _GLSLTK_main_2(){ _GLSLTK_main_1(); } void _GLSLTK_main_3(){ } void main(){ _GLSLTK_main_2(); _GLSLTK_main_3(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [INFO ] : Refreshing shader program for # 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core out vec4 color; void _GLSLTK_main_1(){ color = vec4(1.0, 1.0, 1.0, 1.0); } void _GLSLTK_main_2(){ color = vec4(0, 0, 0, 1); } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } uniform float gamma = 2.2; uniform float exposure = 0.5; void _GLSLTK_main_4(){ vec3 mapped = (vec3(1.0) - exp((-color.rgb * exposure))); color.rgb = pow(mapped, vec3((1.0 / gamma))); } void _GLSLTK_main_5(){ _GLSLTK_main_4(); } void main(){ _GLSLTK_main_3(); _GLSLTK_main_5(); } 2020-07-31 15:00:16 [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(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [INFO ] : Refreshing shader program for # 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core out vec4 color; void _GLSLTK_main_1(){ color = vec4(1.0, 1.0, 1.0, 1.0); } in vec2 line_normal; in vec4 line_color; uniform float feather = 0.3; void _GLSLTK_main_2(){ color = (line_color * ((1 - length(line_normal)) / feather)); } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } uniform float gamma = 2.2; uniform float exposure = 0.5; void _GLSLTK_main_4(){ vec3 mapped = (vec3(1.0) - exp((-color.rgb * exposure))); color.rgb = pow(mapped, vec3((1.0 / gamma))); } void _GLSLTK_main_5(){ _GLSLTK_main_4(); } void main(){ _GLSLTK_main_3(); _GLSLTK_main_5(); } 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core layout(location = 0) in vec3 position; layout(location = 1) in vec3 direction; layout(location = 2) in vec4 color; out vec2 line_normal; out vec4 line_color; uniform float line_width = 3.0; uniform vec2 view_size = vec2(800, 600); uniform mat4 model_matrix; uniform mat4 view_matrix; uniform mat4 projection_matrix; void _GLSLTK_main_1(){ float aspect = (view_size.x / view_size.y); mat4 PVM = (projection_matrix * (view_matrix * model_matrix)); vec4 screen1 = (PVM * vec4(position, 1)); vec4 screen2 = (PVM * vec4((position + direction), 1)); vec2 clip1 = (screen1.xy / max(0.00001, screen1.w)); vec2 clip2 = (screen2.xy / max(0.00001, screen2.w)); clip1.x *= aspect; clip2.x *= aspect; line_normal = normalize((clip2 - clip1)); line_normal = vec2(-line_normal.y, line_normal.x); gl_Position = (screen1 + (screen1.w * vec4(((line_normal * line_width) / view_size), 0, 0))); line_color = color; } void _GLSLTK_main_2(){ _GLSLTK_main_1(); } void _GLSLTK_main_3(){ } void main(){ _GLSLTK_main_2(); _GLSLTK_main_3(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [INFO ] : Refreshing shader program for # 2020-07-31 15:00:16 [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(); } uniform float gamma = 2.2; uniform float exposure = 0.5; void _GLSLTK_main_4(){ vec3 mapped = (vec3(1.0) - exp((-color.rgb * exposure))); color.rgb = pow(mapped, vec3((1.0 / gamma))); } void _GLSLTK_main_5(){ _GLSLTK_main_4(); } void main(){ _GLSLTK_main_3(); _GLSLTK_main_5(); } 2020-07-31 15:00:16 [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(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:16 [INFO ] : Refreshing shader program for # 2020-07-31 15:00:16 [DEBUG] : Compiled shader #: #version 330 core out vec4 color; void _GLSLTK_main_1(){ color = vec4(1.0, 1.0, 1.0, 1.0); } in vec2 texcoord; uniform sampler2D texture_image; void _GLSLTK_main_2(){ color *= texture(texture_image, texcoord); } void _GLSLTK_main_3(){ _GLSLTK_main_1(); _GLSLTK_main_2(); } uniform float gamma = 2.2; uniform float exposure = 0.5; void _GLSLTK_main_4(){ vec3 mapped = (vec3(1.0) - exp((-color.rgb * exposure))); color.rgb = pow(mapped, vec3((1.0 / gamma))); } void _GLSLTK_main_5(){ _GLSLTK_main_4(); } void main(){ _GLSLTK_main_3(); _GLSLTK_main_5(); } 2020-07-31 15:00:16 [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(); } 2020-07-31 15:00:16 [DEBUG] : Linked # with (# #). 2020-07-31 15:00:19 [DEBUG] : Mouse pressed: LEFT 2020-07-31 15:00:19 [DEBUG] : Mouse released: LEFT 2020-07-31 15:00:19 [DEBUG] : Key pressed: LEFT-SHIFT 2020-07-31 15:00:19 [SEVERE] : Error in render thread There is no class named LEAF::DASH. 2020-07-31 15:00:19 [DEBUG] : There is no class named LEAF::DASH. [Condition of type SB-PCL:CLASS-NOT-FOUND-ERROR] # [Environment of thread #] Available restarts: 0: [ABORT] Don't handle # in #. 1: [SKIP-EVENT] Skip handling the event entirely. 2: [ABORT] Don't handle # in #. 3: [DISCARD-EVENTS] Discard all events. 4: [RESET-RENDER-LOOP] Reset the render loop timing, not catching up with lost frames. 5: [EXIT-RENDER-LOOP] Exit the render loop entirely. 6: [ABORT] abort thread (#) Backtrace: 7: (SB-KERNEL::%SIGNAL There is no class named LEAF::DASH.) 8: (ERROR CLASS-NOT-FOUND-ERROR NAME DASH) 9: (SB-PCL::FIND-CLASS-FROM-CELL DASH NIL T) 10: ((FLET SB-THREAD::WITH-RECURSIVE-LOCK-THUNK :IN SB-PCL::INSTALL-OPTIMIZED-CONSTRUCTOR)) 11: ((FLET "WITHOUT-INTERRUPTS-BODY-11" :IN SB-THREAD::CALL-WITH-RECURSIVE-LOCK)) 12: (SB-THREAD::CALL-WITH-RECURSIVE-LOCK # #> T NIL) 13: (SB-PCL::INSTALL-OPTIMIZED-CONSTRUCTOR #) 14: ((LAMBDA (&REST SB-PCL::ARGS) :IN SB-PCL::INSTALL-INITIAL-CONSTRUCTOR)) 15: ((:METHOD TRIAL:HANDLE :BEFORE (FLARE:TICK LEAF::PLAYER)) # #) 16: ((SB-PCL::EMF TRIAL:HANDLE) # # # #) 17: ((:METHOD TRIAL:HANDLE :AROUND (TRIAL:EVENT T)) # #) 18: ((:METHOD TRIAL:HANDLE (TRIAL:EVENT TRIAL:EVENT-LOOP)) # #) 19: ((SB-PCL::EMF TRIAL:HANDLE) # # # #) 20: ((:METHOD TRIAL:HANDLE :AROUND (TRIAL:EVENT T)) # #) 21: ((:METHOD TRIAL:PROCESS (TRIAL:EVENT-LOOP)) #) 22: ((:METHOD TRIAL:PROCESS :AROUND (TRIAL:SCENE)) #) 23: ((:METHOD TRIAL:RENDER-LOOP (TRIAL:RENDER-LOOP)) #
) 24: ((:METHOD TRIAL:RENDER-LOOP :AROUND (TRIAL:DISPLAY)) #
) 25: ((LAMBDA NIL :IN TRIAL:MAKE-THREAD)) 26: ((LABELS BORDEAUX-THREADS::%BINDING-DEFAULT-SPECIALS-WRAPPER :IN BORDEAUX-THREADS::BINDING-DEFAULT-SPECIALS)) 27: ((FLET SB-UNIX::BODY :IN SB-THREAD::NEW-LISP-THREAD-TRAMPOLINE)) 28: ((FLET "WITHOUT-INTERRUPTS-BODY-4" :IN SB-THREAD::NEW-LISP-THREAD-TRAMPOLINE)) 29: ((FLET SB-THREAD::WITH-MUTEX-THUNK :IN SB-THREAD::NEW-LISP-THREAD-TRAMPOLINE)) 30: ((FLET "WITHOUT-INTERRUPTS-BODY-1" :IN SB-THREAD::CALL-WITH-MUTEX)) 31: (SB-THREAD::CALL-WITH-MUTEX # #> NIL T NIL) 32: (SB-THREAD::NEW-LISP-THREAD-TRAMPOLINE # NIL # NIL) 33: ("foreign function: #x42FBCB") 34: ("foreign function: #x4042F8") 2020-07-31 15:00:19 [ERROR] : There is no class named LEAF::DASH. [Condition of type SB-PCL:CLASS-NOT-FOUND-ERROR] # [Environment of thread #] Available restarts: 0: [ABORT] Don't handle # in #. 1: [SKIP-EVENT] Skip handling the event entirely. 2: [ABORT] Don't handle # in #. 3: [DISCARD-EVENTS] Discard all events. 4: [RESET-RENDER-LOOP] Reset the render loop timing, not catching up with lost frames. 5: [EXIT-RENDER-LOOP] Exit the render loop entirely. 6: [ABORT] abort thread (#) Backtrace: 7: (TRIAL:STANDALONE-ERROR-HANDLER There is no class named LEAF::DASH.) 8: (SB-KERNEL::%SIGNAL There is no class named LEAF::DASH.) 9: (ERROR CLASS-NOT-FOUND-ERROR NAME DASH) 10: (SB-PCL::FIND-CLASS-FROM-CELL DASH NIL T) 11: ((FLET SB-THREAD::WITH-RECURSIVE-LOCK-THUNK :IN SB-PCL::INSTALL-OPTIMIZED-CONSTRUCTOR)) 12: ((FLET "WITHOUT-INTERRUPTS-BODY-11" :IN SB-THREAD::CALL-WITH-RECURSIVE-LOCK)) 13: (SB-THREAD::CALL-WITH-RECURSIVE-LOCK # #> T NIL) 14: (SB-PCL::INSTALL-OPTIMIZED-CONSTRUCTOR #) 15: ((LAMBDA (&REST SB-PCL::ARGS) :IN SB-PCL::INSTALL-INITIAL-CONSTRUCTOR)) 16: ((:METHOD TRIAL:HANDLE :BEFORE (FLARE:TICK LEAF::PLAYER)) # #) 17: ((SB-PCL::EMF TRIAL:HANDLE) # # # #) 18: ((:METHOD TRIAL:HANDLE :AROUND (TRIAL:EVENT T)) # #) 19: ((:METHOD TRIAL:HANDLE (TRIAL:EVENT TRIAL:EVENT-LOOP)) # #) 20: ((SB-PCL::EMF TRIAL:HANDLE) # # # #) 21: ((:METHOD TRIAL:HANDLE :AROUND (TRIAL:EVENT T)) # #) 22: ((:METHOD TRIAL:PROCESS (TRIAL:EVENT-LOOP)) #) 23: ((:METHOD TRIAL:PROCESS :AROUND (TRIAL:SCENE)) #) 24: ((:METHOD TRIAL:RENDER-LOOP (TRIAL:RENDER-LOOP)) #
) 25: ((:METHOD TRIAL:RENDER-LOOP :AROUND (TRIAL:DISPLAY)) #
) 26: ((LAMBDA NIL :IN TRIAL:MAKE-THREAD)) 27: ((LABELS BORDEAUX-THREADS::%BINDING-DEFAULT-SPECIALS-WRAPPER :IN BORDEAUX-THREADS::BINDING-DEFAULT-SPECIALS)) 28: ((FLET SB-UNIX::BODY :IN SB-THREAD::NEW-LISP-THREAD-TRAMPOLINE)) 29: ((FLET "WITHOUT-INTERRUPTS-BODY-4" :IN SB-THREAD::NEW-LISP-THREAD-TRAMPOLINE)) 30: ((FLET SB-THREAD::WITH-MUTEX-THUNK :IN SB-THREAD::NEW-LISP-THREAD-TRAMPOLINE)) 31: ((FLET "WITHOUT-INTERRUPTS-BODY-1" :IN SB-THREAD::CALL-WITH-MUTEX)) 32: (SB-THREAD::CALL-WITH-MUTEX # #> NIL T NIL) 33: (SB-THREAD::NEW-LISP-THREAD-TRAMPOLINE # NIL # NIL) 34: ("foreign function: #x42FBCB") 35: ("foreign function: #x4042F8") 2020-07-31 15:00:19 [FATAL] : Encountered unhandled error in #, bailing. 2020-07-31 15:00:19 [DEBUG] : Key released: LEFT-SHIFT