axelynx log file


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bool CWindowWin32::Init(int width, int height, int bpp, axelynx::WindowMode wm, int samples)
Creating render context fail
Loading extension success:glActiveTexture
Loading extension success:glGenVertexArrays
Loading extension success:glDeleteVertexArrays
Loading extension success:glBindVertexArray
Loading extension success:glGenBuffers
Loading extension success:glDeleteBuffers
Loading extension success:glBindBuffer
Loading extension success:glBufferData
Loading extension success:glBufferSubData
Loading extension success:glMapBuffer
Loading extension success:glUnmapBuffer
Loading extension success:glCreateProgram
Loading extension success:glDeleteProgram
Loading extension success:glLinkProgram
Loading extension success:glValidateProgram
Loading extension success:glUseProgram
Loading extension success:glGetProgramiv
Loading extension success:glGetProgramInfoLog
Loading extension success:glCreateShader
Loading extension success:glDeleteShader
Loading extension success:glShaderSource
Loading extension success:glCompileShader
Loading extension success:glAttachShader
Loading extension success:glDetachShader
Loading extension success:glGetShaderiv
Loading extension success:glGetShaderInfoLog
Loading extension success:glGetAttribLocation
Loading extension success:glBindAttribLocation
Loading extension success:glVertexAttribPointer
Loading extension success:glEnableVertexAttribArray
Loading extension success:glDisableVertexAttribArray
Loading extension success:glGetUniformLocation
Loading extension success:glUniformMatrix3fv
Loading extension success:glUniformMatrix4fv
Loading extension success:glUniform1i
Loading extension success:glUniform1fv
Loading extension success:glUniform3fv
Loading extension success:glUniform4fv
Loading extension success:glUniformMatrix3x2fv
Loading extension success:glBindFramebuffer
Loading extension success:glDeleteFramebuffers
Loading extension success:glGenFramebuffers
Loading extension success:glCheckFramebufferStatus
Loading extension fail:glFramebufferTexture
Loading extension success:glDrawRangeElements
Loading extension success:glClampColor
Loading extension success:glGenerateMipmap
Loading extension success:wglSwapIntervalEXT
Fragment shader failed to compile with the following errors: ERROR: 0:2: '' : Declaration must include a precision qualifier or the default precision must have been previously declared. ERROR: 0:3: '' : Declaration must include a precision qualifier or the default precision must have been previously declared. ERROR: compilation errors. No code generated.

#version 130
in vec4 fragmentcolor;
out vec4 color;
void main(void) {
color = fragmentcolor;
}
videocard info
VendorATI Technologies Inc.
RendererATI Radeon HD 3200 Graphics
Driver version2.1.8787
glsl compiler1.30
Fragment shader failed to compile with the following errors: ERROR: 0:4: '' : Declaration must include a precision qualifier or the default precision must have been previously declared. ERROR: 0:5: '' : Declaration must include a precision qualifier or the default precision must have been previously declared. ERROR: 0:6: '' : Declaration must include a precision qualifier or the default precision must have been previously declared. ERROR: 0:7: '' : Declaration must include a precision qualifier or the default precision must have been previously declared. ERROR: 0:8: '' : Declaration must include a precision qualifier or the default precision must have been previously declared. ERROR: 0:9: '' : Declaration must include a precision qualifier or the default precision must have been previously declared. ERROR: 0:10: '' : Declaration must include a precision qualifier or the default precision must have been previously declared. ERROR: 0:11: '' : Declaration must include a precision qualifier or the default

#version 130
uniform sampler2D texture0; //diffuse
uniform sampler2D texture1; //normals
in vec4 fragmentcolor;
in vec2 fragmentuv;
in vec3 fragmentn;
in vec3 fragmentt;
in vec3 viewdir;
in vec3 lightdir;
in float fragmentz;
out vec4 color;
void main(void) {
vec3 normal = normalize(fragmentn + (texture(texture1, fragmentuv).rgb - vec3(0.5,0.5,0.5)) * 2.0);
float diff = max(dot(normal,lightdir),0);diff = pow(diff,2.0)*1.2;
float RdotVpow = max(pow(dot(reflect(lightdir, normal), viewdir), 4.0), 0.0);
diff += RdotVpow;
float fade = min(1.0-(fragmentz/4000.0f),1.0);
diff *= fade;
color = texture2D(texture0,fragmentuv) * diff;
}
Fragment shader failed to compile with the following errors: ERROR: 0:3: '' : Declaration must include a precision qualifier or the default precision must have been previously declared. ERROR: 0:4: '' : Declaration must include a precision qualifier or the default precision must have been previously declared. ERROR: 0:5: '' : Declaration must include a precision qualifier or the default precision must have been previously declared. ERROR: compilation errors. No code generated.

#version 130
uniform sampler2D texture0;
in vec4 fragmentcolor;
in vec2 fragmentuv;
out vec4 color;
void main(void) {
color = texture2D(texture0,fragmentuv);
}
Fragment shader failed to compile with the following errors: ERROR: 0:3: '' : Declaration must include a precision qualifier or the default precision must have been previously declared. ERROR: 0:4: '' : Declaration must include a precision qualifier or the default precision must have been previously declared. ERROR: 0:5: '' : Declaration must include a precision qualifier or the default precision must have been previously declared. ERROR: compilation errors. No code generated.

#version 130
uniform sampler2D diffuse;
uniform vec4 ucolor;
in vec2 fragmentuv;
out vec4 color;
void main(void) {
color = texture2D(diffuse,fragmentuv)*ucolor;
}
glCheckFramebufferStatus error