Ticket #43802: pymol_log

File pymol_log, 2.7 KB (added by mtiberti (Matteo Tiberti), 10 years ago)

crash log

Line 
1 PyMOL(TM) Molecular Graphics System, Version 1.7.1.0.
2 Copyright (c) Schrodinger, LLC.
3 All Rights Reserved.
4 
5    Created by Warren L. DeLano, Ph.D.
6 
7    PyMOL is user-supported open-source software.  Although some versions
8    are freely available, PyMOL is not in the public domain.
9 
10    If PyMOL is helpful in your work or study, then please volunteer
11    support for our ongoing efforts to create open and affordable scientific
12    software by purchasing a PyMOL Maintenance and/or Support subscription.
13
14    More information can be found at "http://www.pymol.org".
15 
16    Enter "help" for a list of commands.
17    Enter "help <command-name>" for information on a specific command.
18
19 Hit ESC anytime to toggle between text and graphics.
20
21 Detected OpenGL version 2.0 or greater. Shaders available.
22 CShaderPrg_New-Error: vertex shader compilation failed name='default'; log follows.
23infoLog=ERROR: 0:1: '' :  #version required and missing.
24ERROR: 0:1: 'attribute' : syntax error syntax error
25
26shader: attribute vec4 a_Vertex;
27attribute vec3 a_Normal;
28attribute vec4 a_Color;
29attribute float a_Accessibility; /* This is for ambient occlusion, 1.0 by default */
30
31varying vec3 packed_data_0 ;
32varying vec4 packed_data_1 ;
33varying vec4 packed_data_2 ;
34varying vec4 packed_data_3 ;
35varying vec4 packed_data_4 ;
36
37//varying vec3 N;
38#define NORMAL  packed_data_0
39#define COLOR packed_data_3
40//#define fog packed_data_1.w
41#define E 2.718281828459045
42/* this doesn't work for setting fog_color, need to set the values independently */
43//#define fog_color ( packed_data_1.x, packed_data_1.y, packed_data_1.z )
44
45varying float fog;
46varying vec2 bgTextureLookup;
47uniform vec2 t2PixelSize;
48
49uniform bool lighting_enabled;
50
51uniform bool bg_gradient;
52uniform float ambient_occlusion_scale;
53uniform int accessibility_mode;
54uniform float accessibility_mode_on;
55
56void main()
57{
58  NORMAL = normalize(gl_NormalMatrix * a_Normal);
59  vec3 eye_pos = vec3(gl_ModelViewMatrix * a_Vertex);
60  vec4 COLORa;
61  if (accessibility_mode == 1){
62    COLORa = vec4(clamp(a_Color.xyz * (1.-(ambient_occlusion_scale*a_Accessibility)), 0., 1.), a_Color.w);
63  } else if (accessibility_mode == 2){
64    COLORa = vec4(a_Color.xyz * cos(90.*radians(clamp(ambient_occlusion_scale*a_Accessibility, 0., 1.))), a_Color.w);
65  } else {
66    COLORa = vec4(clamp(a_Color.xyz * (1. / (1. + pow(E, 0.5 * ( (ambient_occlusion_scale * a_Accessibility) - 10.)))), 0., 1.), a_Color.w);
67  }
68  COLOR = mix(a_Color, COLORa, accessibility_mode_on);
69  // This was breaking fog on ATI/Linux
70  //  gl_FogFragCoord = -eye_pos.z;
71  //  fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;
72  fog = (gl_Fog.end - abs(eye_pos.z)) * gl_Fog.scale;
73  gl_Position = gl_ModelViewProjectionMatrix * a_Vertex;
74  bgTextureLookup = (gl_Position.xy/gl_Position.w) / 2.0 + 0.5;
75}
76