trace:d3d_shader:IWineD3DVertexShaderImpl_CompileShader (0xe90168) : Generating hardware program 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) : vec4 R3; trace:d3d_shader:shader_addline GL HW (7, 81) : vec4 R4; trace:d3d_shader:shader_addline GL HW (8, 90) : attribute vec4 attrib0; trace:d3d_shader:shader_addline GL HW (9, 114) : attribute vec4 attrib1; trace:d3d_shader:shader_addline GL HW (10, 138) : vec4 tmp0; trace:d3d_shader:shader_addline GL HW (11, 149) : vec4 tmp1; trace:d3d_shader:shader_addline GL HW (12, 160) : void main() { trace:d3d_shader:shader_generate_main #D3DX8 Shader Assembler Version 0.91 trace:d3d_shader:shader_generate_main #LINE trace:d3d_shader:shader_addline GL HW (13, 174) : R0.x = (dot(attrib0.xyzw, VC[0].xyzw)); trace:d3d_shader:shader_addline GL HW (14, 214) : R0.y = (dot(attrib0.xyzw, VC[1].xyzw)); trace:d3d_shader:shader_addline GL HW (15, 254) : R0.z = (dot(attrib0.xyzw, VC[2].xyzw)); trace:d3d_shader:shader_addline GL HW (16, 294) : R0.w = (dot(attrib0.xyzw, VC[3].xyzw)); trace:d3d_shader:shader_generate_main #LINE trace:d3d_shader:shader_addline GL HW (17, 334) : R1.x = (dot(attrib1.xyz, VC[0].xyz)); trace:d3d_shader:shader_addline GL HW (18, 372) : R1.y = (dot(attrib1.xyz, VC[1].xyz)); trace:d3d_shader:shader_addline GL HW (19, 410) : R1.z = (dot(attrib1.xyz, VC[2].xyz)); trace:d3d_shader:shader_generate_main #LINE trace:d3d_shader:shader_addline GL HW (20, 448) : R2.xyzw = (VC[8].xyzw + -R0.xyzw); trace:d3d_shader:shader_generate_main #LINE trace:d3d_shader:shader_addline GL HW (21, 483) : R3.xyzw = (vec4(dot(R2.xyz, R2.xyz))); trace:d3d_shader:shader_generate_main #LINE trace:d3d_shader:shader_addline GL HW (22, 522) : R3.xyzw = (inversesqrt(R3.xyzw)); trace:d3d_shader:shader_generate_main #LINE trace:d3d_shader:shader_addline GL HW (23, 556) : R2.xyzw = (R2.xyzw * R3.xyzw); trace:d3d_shader:shader_generate_main #LINE trace:d3d_shader:shader_addline GL HW (24, 587) : R3.xyzw = (vec4(dot(R1.xyz, R2.xyz))); trace:d3d_shader:shader_generate_main #LINE trace:d3d_shader:shader_addline GL HW (25, 626) : R1.xyzw = (R1.xyzw * R3.xyzw); trace:d3d_shader:shader_generate_main #LINE trace:d3d_shader:shader_addline GL HW (26, 657) : R1.xyzw = (R1.xyzw + R1.xyzw); trace:d3d_shader:shader_generate_main #LINE trace:d3d_shader:shader_addline GL HW (27, 688) : R3.xyzw = (R1.xyzw + -R2.xyzw); trace:d3d_shader:shader_generate_main #LINE trace:d3d_shader:shader_addline GL HW (28, 720) : R4.w = ((-R3.z * VC[64].y) + VC[64].y); trace:d3d_shader:shader_generate_main #LINE trace:d3d_shader:shader_addline GL HW (29, 760) : R4.xyzw = (inversesqrt(R4.xyzw)); trace:d3d_shader:shader_generate_main #LINE trace:d3d_shader:shader_addline GL HW (30, 794) : R4.xyzw = (R3.xyzw * R4.xyzw); trace:d3d_shader:shader_generate_main #LINE trace:d3d_shader:shader_addline GL HW (31, 825) : R4.xyzw = ((R4.xyzw * VC[64].xxxx) + VC[64].yyyy); trace:d3d_shader:shader_generate_main #LINE! trace:d3d_shader:shader_addline GL HW (32, 876) : gl_Position.x = (dot(R0.xyzw, VC[4].xyzw)); trace:d3d_shader:shader_addline GL HW (33, 920) : gl_Position.y = (dot(R0.xyzw, VC[5].xyzw)); trace:d3d_shader:shader_addline GL HW (34, 964) : gl_Position.z = (dot(R0.xyzw, VC[6].xyzw)); trace:d3d_shader:shader_addline GL HW (35, 1008) : gl_Position.w = (dot(R0.xyzw, VC[7].xyzw)); trace:d3d_shader:shader_generate_main #LINE" trace:d3d_shader:shader_addline GL HW (36, 1052) : gl_TexCoord[0].xy = (R4.xy * VC[64].zw); trace:d3d_shader:shader_generate_main #LINE# trace:d3d_shader:shader_addline GL HW (37, 1093) : gl_TexCoord[0].zw = (VC[64].zz); trace:d3d_shader:shader_addline GL HW (38, 1126) : gl_FogFragCoord = gl_Position.z; trace:d3d_shader:shader_addline GL HW (39, 1159) : gl_Position.x = gl_Position.x + posFixup[2]; trace:d3d_shader:shader_addline GL HW (40, 1204) : gl_Position.y = gl_Position.y + posFixup[3]; trace:d3d_shader:shader_addline GL HW (41, 1249) : gl_Position.y = gl_Position.y * posFixup[1]; trace:d3d_shader:shader_addline GL HW (42, 1294) : } trace:d3d_shader:IWineD3DVertexShaderImpl_GenerateShader Compiling shader object 1 trace:d3d_shader:set_glsl_shader_program Created new GLSL shader program 2 trace:d3d_shader:set_glsl_shader_program Attaching GLSL shader object 1 to program 2 trace:d3d_shader:set_glsl_shader_program glAttachObjectARB call ok ../../../dlls/wined3d/glsl_shader.c / 2167 trace:d3d_shader:set_glsl_shader_program glBindAttribLocationARB call ok ../../../dlls/wined3d/glsl_shader.c / 2182 trace:d3d_shader:set_glsl_shader_program Linking GLSL shader program 2 fixme:d3d_shader:print_glsl_info_log Error received from GLSL shader #2: "Vertex info\n-----------\n(4) : warning C7050: \"R1.w\" might be used before being initialized\n(7) : warning C7050: \"R4.xyz\" might be used before being initialized\n"