trace:d3d_shader:shader_addline GL HW (1, 0) : uniform vec4 VC[235]; trace:d3d_shader:shader_addline GL HW (2, 22) : uniform vec4 posFixup; trace:d3d_shader:shader_addline GL HW (3, 45) : vec4 R0; trace:d3d_shader:shader_addline GL HW (4, 54) : vec4 R1; trace:d3d_shader:shader_addline GL HW (5, 63) : vec4 R2; trace:d3d_shader:shader_addline GL HW (6, 72) : attribute vec4 attrib0; trace:d3d_shader:shader_addline GL HW (7, 96) : attribute vec4 attrib5; trace:d3d_shader:shader_addline GL HW (8, 120) : attribute vec4 attrib7; trace:d3d_shader:shader_addline GL HW (9, 144) : vec4 tmp0; trace:d3d_shader:shader_addline GL HW (10, 155) : vec4 tmp1; trace:d3d_shader:shader_addline GL HW (11, 166) : void main() { trace:d3d_shader:shader_addline GL HW (12, 180) : R0.x = (dot(attrib0.xyzw, VC[48].xyzw)); trace:d3d_shader:shader_addline GL HW (13, 221) : R0.y = (dot(attrib0.xyzw, VC[49].xyzw)); trace:d3d_shader:shader_addline GL HW (14, 262) : R0.z = (dot(attrib0.xyzw, VC[50].xyzw)); trace:d3d_shader:shader_addline GL HW (15, 303) : R0.w = (VC[0].y); trace:d3d_shader:shader_addline GL HW (16, 321) : R1.x = (dot(R0.xyzw, VC[8].xyzw)); trace:d3d_shader:shader_addline GL HW (17, 356) : R1.y = (dot(R0.xyzw, VC[9].xyzw)); trace:d3d_shader:shader_addline GL HW (18, 391) : R1.z = (dot(R0.xyzw, VC[10].xyzw)); trace:d3d_shader:shader_addline GL HW (19, 427) : R1.w = (dot(R0.xyzw, VC[11].xyzw)); trace:d3d_shader:shader_addline GL HW (20, 463) : gl_Position.xyzw = (R1.xyzw); trace:d3d_shader:shader_addline GL HW (21, 493) : R2.xyzw = ((-R1.wwww * VC[16].wwww) + VC[16].xxxx); trace:d3d_shader:shader_addline GL HW (22, 545) : R2.xyzw = (min(R2.xyzw, VC[0].yyyy)); trace:d3d_shader:shader_addline GL HW (23, 583) : gl_FogFragCoord = (max(R2.x, VC[0].x)); trace:d3d_shader:shader_addline GL HW (24, 623) : gl_TexCoord[0].x = (dot(attrib7.xyzw, VC[38].xyzw)); trace:d3d_shader:shader_addline GL HW (25, 676) : gl_TexCoord[0].y = (dot(attrib7.xyzw, VC[39].xyzw)); trace:d3d_shader:shader_addline GL HW (26, 729) : gl_FrontColor.xyzw = (attrib5.zyxw * VC[37].xyzw); trace:d3d_shader:shader_addline GL HW (27, 780) : gl_FogFragCoord = clamp(gl_FogFragCoord, 0.0, 1.0); trace:d3d_shader:shader_addline GL HW (28, 832) : gl_Position.x = gl_Position.x + posFixup[2]; trace:d3d_shader:shader_addline GL HW (29, 877) : gl_Position.y = gl_Position.y + posFixup[3]; trace:d3d_shader:shader_addline GL HW (30, 922) : gl_Position.y = gl_Position.y * posFixup[1]; trace:d3d_shader:shader_addline GL HW (31, 967) : }