trace:d3d_shader:IWineD3DPixelShaderImpl_SetFunction (0xe07c620) : pFunction 0x4a4a4b0 trace:d3d_shader:shader_trace_init (0xe07c620) : Parsing programme trace:d3d_shader:shader_trace_init ps_1_1 trace:d3d_shader:shader_trace_init def c0 = 1.000000, 1.000000, 1.000000, 1.000000 trace:d3d_shader:shader_trace_init tex t0 trace:d3d_shader:shader_trace_init sub_sat r0.a, t0.a, v0.a trace:d3d_shader:shader_trace_init lrp r0, 1-r0.a, c0, c1 trace:d3d_shader:IWineD3DPixelShaderImpl_CompileShader (0xe07c620) : Generating hardware program trace:d3d_shader:shader_addline GL HW (1, 0) : #extension GL_ARB_draw_buffers : enable trace:d3d_shader:shader_addline GL HW (2, 40) : uniform vec4 PC[8]; trace:d3d_shader:shader_addline GL HW (3, 60) : uniform sampler2D Psampler0; trace:d3d_shader:shader_addline GL HW (4, 89) : vec4 T0 = gl_TexCoord[0]; trace:d3d_shader:shader_addline GL HW (5, 115) : vec4 R0; trace:d3d_shader:shader_addline GL HW (6, 124) : vec4 tmp0; trace:d3d_shader:shader_addline GL HW (7, 135) : vec4 tmp1; trace:d3d_shader:shader_addline GL HW (8, 146) : void main() { trace:d3d_shader:shader_addline GL HW (9, 160) : T0.xyzw = (texture2D(Psampler0, T0.xy).xyzw); trace:d3d_shader:shader_addline GL HW (10, 206) : R0.w = (T0.w - gl_Color.w); trace:d3d_shader:shader_addline GL HW (11, 234) : R0.w = clamp(R0.w, 0.0, 1.0); trace:d3d_shader:shader_addline GL HW (12, 264) : R0.xyzw = (mix(PC[1].xyzw, PC[0].xyzw, (1.0 - R0.wwww))); trace:d3d_shader:shader_addline GL HW (13, 322) : gl_FragData[0] = R0; trace:d3d_shader:shader_addline GL HW (14, 343) : } trace:d3d_shader:IWineD3DPixelShaderImpl_GenerateShader Compiling shader object 38