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Created September 15, 2015 13:50
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xeoengine errors
xeoengine.js:990 [ERROR] [XEO.GameObject 10]: Draw program failed to validate
Vertex shader:
uniform mat4 xeo_uModelMatrix;
uniform mat4 xeo_uViewMatrix;
uniform mat4 xeo_uProjMatrix;
uniform vec3 xeo_uEye;
attribute vec3 xeo_aPosition;
varying vec4 xeo_vViewPosition;
varying vec3 xeo_vViewEyeVec;
attribute vec3 xeo_aNormal;
uniform mat4 xeo_uModelNormalMatrix;
uniform mat4 xeo_uViewNormalMatrix;
varying vec3 xeo_vViewNormal;
uniform vec3 xeo_uLightDir1;
varying vec4 xeo_vViewLightVecAndDist1;
uniform vec3 xeo_uLightDir2;
varying vec4 xeo_vViewLightVecAndDist2;
void main(void) {
vec4 modelPosition = vec4(xeo_aPosition, 1.0);
vec4 modelNormal = vec4(xeo_aNormal, 0.0);
mat4 modelMatrix = xeo_uModelMatrix;
mat4 viewMatrix = xeo_uViewMatrix;
mat4 modelNormalMatrix = xeo_uModelNormalMatrix;
mat4 viewNormalMatrix = xeo_uViewNormalMatrix;
vec4 worldPosition;
worldPosition = modelMatrix * modelPosition;
vec4 viewPosition = viewMatrix * worldPosition;
vec3 worldNormal = (modelNormalMatrix * modelNormal).xyz;
xeo_vViewNormal = (viewNormalMatrix * vec4(worldNormal, 1.0)).xyz;
xeo_vViewPosition = viewPosition;
vec3 tmpVec3;
tmpVec3 = xeo_uLightDir1;
xeo_vViewLightVecAndDist1 = vec4(-tmpVec3, 0.0);
tmpVec3 = xeo_uLightDir2;
xeo_vViewLightVecAndDist2 = vec4(-tmpVec3, 0.0);
xeo_vViewEyeVec = ((viewMatrix * vec4(xeo_uEye, 0.0)).xyz - viewPosition.xyz);
gl_Position = xeo_uProjMatrix * viewPosition;
}
Fragment shader:
precision highp float;
varying vec4 xeo_vViewPosition;
uniform vec3 xeo_uDiffuse;
uniform vec3 xeo_uSpecular;
uniform vec3 xeo_uEmissive;
uniform float xeo_uOpacity;
uniform float xeo_uShininess;
uniform float xeo_uReflectivity;
uniform vec3 xeo_uLightAmbientColor;
uniform float xeo_uLightAmbientIntensity;
varying vec3 xeo_vViewEyeVec;
varying vec3 xeo_vViewNormal;
uniform vec3 xeo_uLightColor1;
uniform float xeo_uLightIntensity1;
varying vec4 xeo_vViewLightVecAndDist1;
uniform vec3 xeo_uLightColor2;
uniform float xeo_uLightIntensity2;
varying vec4 xeo_vViewLightVecAndDist2;
void main(void) {
vec3 ambient = xeo_uLightAmbientColor;
vec3 diffuse = xeo_uDiffuse;
vec3 specular = xeo_uSpecular;
vec3 emissive = xeo_uEmissive;
float opacity = xeo_uOpacity;
float shininess = xeo_uShininess;
float reflectivity = xeo_uReflectivity;
vec3 viewNormalVec = normalize(xeo_vViewNormal);
vec3 diffuseLight = vec3(0.0, 0.0, 0.0);
vec3 specularLight = vec3(0.0, 0.0, 0.0);
vec3 viewLightVec;
float dotN;
float lightDist;
float attenuation;
viewLightVec = normalize(xeo_vViewLightVecAndDist1.xyz);
dotN = max(dot(viewNormalVec, viewLightVec), 0.0);
diffuseLight += dotN * xeo_uLightColor1;
specularLight += specular * xeo_uLightIntensity1 * pow(max(dot(reflect(-viewLightVec, -viewNormalVec), normalize(-xeo_vViewPosition.xyz)), 0.0), shininess);
viewLightVec = normalize(xeo_vViewLightVecAndDist2.xyz);
dotN = max(dot(viewNormalVec, viewLightVec), 0.0);
diffuseLight += dotN * xeo_uLightColor2;
specularLight += specular * xeo_uLightIntensity2 * pow(max(dot(reflect(-viewLightVec, -viewNormalVec), normalize(-xeo_vViewPosition.xyz)), 0.0), shininess);
gl_FragColor = vec4( (specularLight * specular) + (diffuse * (diffuseLight + ambient * xeo_uLightAmbientIntensity)) + emissive, opacity);
}XEO.Component.Class.extend.error @ xeoengine.js:990XEO.GameObject.XEO.Component.extend._compile @ xeoengine.js:14631XEO.Scene.XEO.Component.extend._compile @ xeoengine.js:2420frame @ xeoengine.js:92
xeoengine.js:990 [ERROR] [XEO.GameObject 14]: Draw program failed to validate
Vertex shader:
uniform mat4 xeo_uModelMatrix;
uniform mat4 xeo_uViewMatrix;
uniform mat4 xeo_uProjMatrix;
uniform vec3 xeo_uEye;
attribute vec3 xeo_aPosition;
varying vec4 xeo_vViewPosition;
varying vec3 xeo_vViewEyeVec;
attribute vec3 xeo_aNormal;
uniform mat4 xeo_uModelNormalMatrix;
uniform mat4 xeo_uViewNormalMatrix;
varying vec3 xeo_vViewNormal;
uniform vec3 xeo_uLightDir1;
varying vec4 xeo_vViewLightVecAndDist1;
uniform vec3 xeo_uLightDir2;
varying vec4 xeo_vViewLightVecAndDist2;
void main(void) {
vec4 modelPosition = vec4(xeo_aPosition, 1.0);
vec4 modelNormal = vec4(xeo_aNormal, 0.0);
mat4 modelMatrix = xeo_uModelMatrix;
mat4 viewMatrix = xeo_uViewMatrix;
mat4 modelNormalMatrix = xeo_uModelNormalMatrix;
mat4 viewNormalMatrix = xeo_uViewNormalMatrix;
vec4 worldPosition;
worldPosition = modelMatrix * modelPosition;
vec4 viewPosition = viewMatrix * worldPosition;
vec3 worldNormal = (modelNormalMatrix * modelNormal).xyz;
xeo_vViewNormal = (viewNormalMatrix * vec4(worldNormal, 1.0)).xyz;
xeo_vViewPosition = viewPosition;
vec3 tmpVec3;
tmpVec3 = xeo_uLightDir1;
xeo_vViewLightVecAndDist1 = vec4(-tmpVec3, 0.0);
tmpVec3 = xeo_uLightDir2;
xeo_vViewLightVecAndDist2 = vec4(-tmpVec3, 0.0);
xeo_vViewEyeVec = ((viewMatrix * vec4(xeo_uEye, 0.0)).xyz - viewPosition.xyz);
gl_Position = xeo_uProjMatrix * viewPosition;
}
Fragment shader:
precision highp float;
varying vec4 xeo_vViewPosition;
uniform vec3 xeo_uDiffuse;
uniform vec3 xeo_uSpecular;
uniform vec3 xeo_uEmissive;
uniform float xeo_uOpacity;
uniform float xeo_uShininess;
uniform float xeo_uReflectivity;
uniform vec3 xeo_uLightAmbientColor;
uniform float xeo_uLightAmbientIntensity;
varying vec3 xeo_vViewEyeVec;
varying vec3 xeo_vViewNormal;
uniform vec3 xeo_uLightColor1;
uniform float xeo_uLightIntensity1;
varying vec4 xeo_vViewLightVecAndDist1;
uniform vec3 xeo_uLightColor2;
uniform float xeo_uLightIntensity2;
varying vec4 xeo_vViewLightVecAndDist2;
void main(void) {
vec3 ambient = xeo_uLightAmbientColor;
vec3 diffuse = xeo_uDiffuse;
vec3 specular = xeo_uSpecular;
vec3 emissive = xeo_uEmissive;
float opacity = xeo_uOpacity;
float shininess = xeo_uShininess;
float reflectivity = xeo_uReflectivity;
vec3 viewNormalVec = normalize(xeo_vViewNormal);
vec3 diffuseLight = vec3(0.0, 0.0, 0.0);
vec3 specularLight = vec3(0.0, 0.0, 0.0);
vec3 viewLightVec;
float dotN;
float lightDist;
float attenuation;
viewLightVec = normalize(xeo_vViewLightVecAndDist1.xyz);
dotN = max(dot(viewNormalVec, viewLightVec), 0.0);
diffuseLight += dotN * xeo_uLightColor1;
specularLight += specular * xeo_uLightIntensity1 * pow(max(dot(reflect(-viewLightVec, -viewNormalVec), normalize(-xeo_vViewPosition.xyz)), 0.0), shininess);
viewLightVec = normalize(xeo_vViewLightVecAndDist2.xyz);
dotN = max(dot(viewNormalVec, viewLightVec), 0.0);
diffuseLight += dotN * xeo_uLightColor2;
specularLight += specular * xeo_uLightIntensity2 * pow(max(dot(reflect(-viewLightVec, -viewNormalVec), normalize(-xeo_vViewPosition.xyz)), 0.0), shininess);
gl_FragColor = vec4( (specularLight * specular) + (diffuse * (diffuseLight + ambient * xeo_uLightAmbientIntensity)) + emissive, opacity);
}XEO.Component.Class.extend.error @ xeoengine.js:990XEO.GameObject.XEO.Component.extend._compile @ xeoengine.js:14631XEO.Scene.XEO.Component.extend._compile @ xeoengine.js:2420frame @ xeoengine.js:92
xeoengine.js:990 [ERROR] [XEO.GameObject 18]: Draw program failed to validate
Vertex shader:
uniform mat4 xeo_uModelMatrix;
uniform mat4 xeo_uViewMatrix;
uniform mat4 xeo_uProjMatrix;
uniform vec3 xeo_uEye;
attribute vec3 xeo_aPosition;
varying vec4 xeo_vViewPosition;
varying vec3 xeo_vViewEyeVec;
attribute vec3 xeo_aNormal;
uniform mat4 xeo_uModelNormalMatrix;
uniform mat4 xeo_uViewNormalMatrix;
varying vec3 xeo_vViewNormal;
uniform vec3 xeo_uLightDir1;
varying vec4 xeo_vViewLightVecAndDist1;
uniform vec3 xeo_uLightDir2;
varying vec4 xeo_vViewLightVecAndDist2;
void main(void) {
vec4 modelPosition = vec4(xeo_aPosition, 1.0);
vec4 modelNormal = vec4(xeo_aNormal, 0.0);
mat4 modelMatrix = xeo_uModelMatrix;
mat4 viewMatrix = xeo_uViewMatrix;
mat4 modelNormalMatrix = xeo_uModelNormalMatrix;
mat4 viewNormalMatrix = xeo_uViewNormalMatrix;
vec4 worldPosition;
worldPosition = modelMatrix * modelPosition;
vec4 viewPosition = viewMatrix * worldPosition;
vec3 worldNormal = (modelNormalMatrix * modelNormal).xyz;
xeo_vViewNormal = (viewNormalMatrix * vec4(worldNormal, 1.0)).xyz;
xeo_vViewPosition = viewPosition;
vec3 tmpVec3;
tmpVec3 = xeo_uLightDir1;
xeo_vViewLightVecAndDist1 = vec4(-tmpVec3, 0.0);
tmpVec3 = xeo_uLightDir2;
xeo_vViewLightVecAndDist2 = vec4(-tmpVec3, 0.0);
xeo_vViewEyeVec = ((viewMatrix * vec4(xeo_uEye, 0.0)).xyz - viewPosition.xyz);
gl_Position = xeo_uProjMatrix * viewPosition;
}
Fragment shader:
precision highp float;
varying vec4 xeo_vViewPosition;
uniform vec3 xeo_uDiffuse;
uniform vec3 xeo_uSpecular;
uniform vec3 xeo_uEmissive;
uniform float xeo_uOpacity;
uniform float xeo_uShininess;
uniform float xeo_uReflectivity;
uniform vec3 xeo_uLightAmbientColor;
uniform float xeo_uLightAmbientIntensity;
varying vec3 xeo_vViewEyeVec;
varying vec3 xeo_vViewNormal;
uniform vec3 xeo_uLightColor1;
uniform float xeo_uLightIntensity1;
varying vec4 xeo_vViewLightVecAndDist1;
uniform vec3 xeo_uLightColor2;
uniform float xeo_uLightIntensity2;
varying vec4 xeo_vViewLightVecAndDist2;
void main(void) {
vec3 ambient = xeo_uLightAmbientColor;
vec3 diffuse = xeo_uDiffuse;
vec3 specular = xeo_uSpecular;
vec3 emissive = xeo_uEmissive;
float opacity = xeo_uOpacity;
float shininess = xeo_uShininess;
float reflectivity = xeo_uReflectivity;
vec3 viewNormalVec = normalize(xeo_vViewNormal);
vec3 diffuseLight = vec3(0.0, 0.0, 0.0);
vec3 specularLight = vec3(0.0, 0.0, 0.0);
vec3 viewLightVec;
float dotN;
float lightDist;
float attenuation;
viewLightVec = normalize(xeo_vViewLightVecAndDist1.xyz);
dotN = max(dot(viewNormalVec, viewLightVec), 0.0);
diffuseLight += dotN * xeo_uLightColor1;
specularLight += specular * xeo_uLightIntensity1 * pow(max(dot(reflect(-viewLightVec, -viewNormalVec), normalize(-xeo_vViewPosition.xyz)), 0.0), shininess);
viewLightVec = normalize(xeo_vViewLightVecAndDist2.xyz);
dotN = max(dot(viewNormalVec, viewLightVec), 0.0);
diffuseLight += dotN * xeo_uLightColor2;
specularLight += specular * xeo_uLightIntensity2 * pow(max(dot(reflect(-viewLightVec, -viewNormalVec), normalize(-xeo_vViewPosition.xyz)), 0.0), shininess);
gl_FragColor = vec4( (specularLight * specular) + (diffuse * (diffuseLight + ambient * xeo_uLightAmbientIntensity)) + emissive, opacity);
}XEO.Component.Class.extend.error @ xeoengine.js:990XEO.GameObject.XEO.Component.extend._compile @ xeoengine.js:14631XEO.Scene.XEO.Component.extend._compile @ xeoengine.js:2420frame @ xeoengine.js:92
xeoengine.js:990 [ERROR] [XEO.GameObject 22]: Draw program failed to validate
Vertex shader:
uniform mat4 xeo_uModelMatrix;
uniform mat4 xeo_uViewMatrix;
uniform mat4 xeo_uProjMatrix;
uniform vec3 xeo_uEye;
attribute vec3 xeo_aPosition;
varying vec4 xeo_vViewPosition;
varying vec3 xeo_vViewEyeVec;
attribute vec3 xeo_aNormal;
uniform mat4 xeo_uModelNormalMatrix;
uniform mat4 xeo_uViewNormalMatrix;
varying vec3 xeo_vViewNormal;
uniform vec3 xeo_uLightDir1;
varying vec4 xeo_vViewLightVecAndDist1;
uniform vec3 xeo_uLightDir2;
varying vec4 xeo_vViewLightVecAndDist2;
void main(void) {
vec4 modelPosition = vec4(xeo_aPosition, 1.0);
vec4 modelNormal = vec4(xeo_aNormal, 0.0);
mat4 modelMatrix = xeo_uModelMatrix;
mat4 viewMatrix = xeo_uViewMatrix;
mat4 modelNormalMatrix = xeo_uModelNormalMatrix;
mat4 viewNormalMatrix = xeo_uViewNormalMatrix;
vec4 worldPosition;
worldPosition = modelMatrix * modelPosition;
vec4 viewPosition = viewMatrix * worldPosition;
vec3 worldNormal = (modelNormalMatrix * modelNormal).xyz;
xeo_vViewNormal = (viewNormalMatrix * vec4(worldNormal, 1.0)).xyz;
xeo_vViewPosition = viewPosition;
vec3 tmpVec3;
tmpVec3 = xeo_uLightDir1;
xeo_vViewLightVecAndDist1 = vec4(-tmpVec3, 0.0);
tmpVec3 = xeo_uLightDir2;
xeo_vViewLightVecAndDist2 = vec4(-tmpVec3, 0.0);
xeo_vViewEyeVec = ((viewMatrix * vec4(xeo_uEye, 0.0)).xyz - viewPosition.xyz);
gl_Position = xeo_uProjMatrix * viewPosition;
}
Fragment shader:
precision highp float;
varying vec4 xeo_vViewPosition;
uniform vec3 xeo_uDiffuse;
uniform vec3 xeo_uSpecular;
uniform vec3 xeo_uEmissive;
uniform float xeo_uOpacity;
uniform float xeo_uShininess;
uniform float xeo_uReflectivity;
uniform vec3 xeo_uLightAmbientColor;
uniform float xeo_uLightAmbientIntensity;
varying vec3 xeo_vViewEyeVec;
varying vec3 xeo_vViewNormal;
uniform vec3 xeo_uLightColor1;
uniform float xeo_uLightIntensity1;
varying vec4 xeo_vViewLightVecAndDist1;
uniform vec3 xeo_uLightColor2;
uniform float xeo_uLightIntensity2;
varying vec4 xeo_vViewLightVecAndDist2;
void main(void) {
vec3 ambient = xeo_uLightAmbientColor;
vec3 diffuse = xeo_uDiffuse;
vec3 specular = xeo_uSpecular;
vec3 emissive = xeo_uEmissive;
float opacity = xeo_uOpacity;
float shininess = xeo_uShininess;
float reflectivity = xeo_uReflectivity;
vec3 viewNormalVec = normalize(xeo_vViewNormal);
vec3 diffuseLight = vec3(0.0, 0.0, 0.0);
vec3 specularLight = vec3(0.0, 0.0, 0.0);
vec3 viewLightVec;
float dotN;
float lightDist;
float attenuation;
viewLightVec = normalize(xeo_vViewLightVecAndDist1.xyz);
dotN = max(dot(viewNormalVec, viewLightVec), 0.0);
diffuseLight += dotN * xeo_uLightColor1;
specularLight += specular * xeo_uLightIntensity1 * pow(max(dot(reflect(-viewLightVec, -viewNormalVec), normalize(-xeo_vViewPosition.xyz)), 0.0), shininess);
viewLightVec = normalize(xeo_vViewLightVecAndDist2.xyz);
dotN = max(dot(viewNormalVec, viewLightVec), 0.0);
diffuseLight += dotN * xeo_uLightColor2;
specularLight += specular * xeo_uLightIntensity2 * pow(max(dot(reflect(-viewLightVec, -viewNormalVec), normalize(-xeo_vViewPosition.xyz)), 0.0), shininess);
gl_FragColor = vec4( (specularLight * specular) + (diffuse * (diffuseLight + ambient * xeo_uLightAmbientIntensity)) + emissive, opacity);
}XEO.Component.Class.extend.error @ xeoengine.js:990XEO.GameObject.XEO.Component.extend._compile @ xeoengine.js:14631XEO.Scene.XEO.Component.extend._compile @ xeoengine.js:2420frame @ xeoengine.js:92
xeoengine.js:990 [ERROR] [XEO.GameObject 26]: Draw program failed to validate
Vertex shader:
uniform mat4 xeo_uModelMatrix;
uniform mat4 xeo_uViewMatrix;
uniform mat4 xeo_uProjMatrix;
uniform vec3 xeo_uEye;
attribute vec3 xeo_aPosition;
varying vec4 xeo_vViewPosition;
varying vec3 xeo_vViewEyeVec;
attribute vec3 xeo_aNormal;
uniform mat4 xeo_uModelNormalMatrix;
uniform mat4 xeo_uViewNormalMatrix;
varying vec3 xeo_vViewNormal;
uniform vec3 xeo_uLightDir1;
varying vec4 xeo_vViewLightVecAndDist1;
uniform vec3 xeo_uLightDir2;
varying vec4 xeo_vViewLightVecAndDist2;
void main(void) {
vec4 modelPosition = vec4(xeo_aPosition, 1.0);
vec4 modelNormal = vec4(xeo_aNormal, 0.0);
mat4 modelMatrix = xeo_uModelMatrix;
mat4 viewMatrix = xeo_uViewMatrix;
mat4 modelNormalMatrix = xeo_uModelNormalMatrix;
mat4 viewNormalMatrix = xeo_uViewNormalMatrix;
vec4 worldPosition;
worldPosition = modelMatrix * modelPosition;
vec4 viewPosition = viewMatrix * worldPosition;
vec3 worldNormal = (modelNormalMatrix * modelNormal).xyz;
xeo_vViewNormal = (viewNormalMatrix * vec4(worldNormal, 1.0)).xyz;
xeo_vViewPosition = viewPosition;
vec3 tmpVec3;
tmpVec3 = xeo_uLightDir1;
xeo_vViewLightVecAndDist1 = vec4(-tmpVec3, 0.0);
tmpVec3 = xeo_uLightDir2;
xeo_vViewLightVecAndDist2 = vec4(-tmpVec3, 0.0);
xeo_vViewEyeVec = ((viewMatrix * vec4(xeo_uEye, 0.0)).xyz - viewPosition.xyz);
gl_Position = xeo_uProjMatrix * viewPosition;
}
Fragment shader:
precision highp float;
varying vec4 xeo_vViewPosition;
uniform vec3 xeo_uDiffuse;
uniform vec3 xeo_uSpecular;
uniform vec3 xeo_uEmissive;
uniform float xeo_uOpacity;
uniform float xeo_uShininess;
uniform float xeo_uReflectivity;
uniform vec3 xeo_uLightAmbientColor;
uniform float xeo_uLightAmbientIntensity;
varying vec3 xeo_vViewEyeVec;
varying vec3 xeo_vViewNormal;
uniform vec3 xeo_uLightColor1;
uniform float xeo_uLightIntensity1;
varying vec4 xeo_vViewLightVecAndDist1;
uniform vec3 xeo_uLightColor2;
uniform float xeo_uLightIntensity2;
varying vec4 xeo_vViewLightVecAndDist2;
void main(void) {
vec3 ambient = xeo_uLightAmbientColor;
vec3 diffuse = xeo_uDiffuse;
vec3 specular = xeo_uSpecular;
vec3 emissive = xeo_uEmissive;
float opacity = xeo_uOpacity;
float shininess = xeo_uShininess;
float reflectivity = xeo_uReflectivity;
vec3 viewNormalVec = normalize(xeo_vViewNormal);
vec3 diffuseLight = vec3(0.0, 0.0, 0.0);
vec3 specularLight = vec3(0.0, 0.0, 0.0);
vec3 viewLightVec;
float dotN;
float lightDist;
float attenuation;
viewLightVec = normalize(xeo_vViewLightVecAndDist1.xyz);
dotN = max(dot(viewNormalVec, viewLightVec), 0.0);
diffuseLight += dotN * xeo_uLightColor1;
specularLight += specular * xeo_uLightIntensity1 * pow(max(dot(reflect(-viewLightVec, -viewNormalVec), normalize(-xeo_vViewPosition.xyz)), 0.0), shininess);
viewLightVec = normalize(xeo_vViewLightVecAndDist2.xyz);
dotN = max(dot(viewNormalVec, viewLightVec), 0.0);
diffuseLight += dotN * xeo_uLightColor2;
specularLight += specular * xeo_uLightIntensity2 * pow(max(dot(reflect(-viewLightVec, -viewNormalVec), normalize(-xeo_vViewPosition.xyz)), 0.0), shininess);
gl_FragColor = vec4( (specularLight * specular) + (diffuse * (diffuseLight + ambient * xeo_uLightAmbientIntensity)) + emissive, opacity);
}XEO.Component.Class.extend.error @ xeoengine.js:990XEO.GameObject.XEO.Component.extend._compile @ xeoengine.js:14631XEO.Scene.XEO.Component.extend._compile @ xeoengine.js:2420frame @ xeoengine.js:92
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