Built-in shaders failed

Get support for Unvanquished.
User avatar
diabolik
Posts: 9
Joined: Sun Jul 12, 2015 8:44 am UTC
Clan: [DIABOLIK]
Location: France
Contact:

Built-in shaders failed

Post by diabolik »

Hello,

I am all new to this game, just downloaded for Windows the 0.41, but when I launch "daemon.exe" I have the following message in a pop-up window :

Code: Select all

Built-in shaders failed: Couldn't compile fragment shader: ssao

I run Windows 7 Pro 32bit, Intel i3 and video ATI HD4850.

Can you help me?

PS: maybe this game is a medic for my "Wolfenstein : Enemy Territory" addiction :grin:

User avatar
kharnov
Granger
Posts: 1851
Joined: Tue Mar 06, 2012 10:54 pm UTC
Clan: GT
Location: New York City

Re: Built-in shaders failed

Post by kharnov »

We should have fixed that bug in this release. Can you make sure you're running 0.41? Alternatively, it may be an issue with your drivers, see if you can update them.

User avatar
diabolik
Posts: 9
Joined: Sun Jul 12, 2015 8:44 am UTC
Clan: [DIABOLIK]
Location: France
Contact:

Re: Built-in shaders failed

Post by diabolik »

Thanks for responding.

I've downloaded this file: unvanquished_0.41.0.zip

And AMD Catalyst 13.9 says me there is no update available :(
For Direct3D: 7.14.10.0911
For OpenGL: 6.14.10.11672

We need an engineer :confused:

gimhael
Programmer
Posts: 5
Joined: Fri Apr 13, 2012 7:49 am UTC

Re: Built-in shaders failed

Post by gimhael »

Could you post your daemon.log file, it should contain the actual GLSL error.

User avatar
diabolik
Posts: 9
Joined: Sun Jul 12, 2015 8:44 am UTC
Clan: [DIABOLIK]
Location: France
Contact:

Re: Built-in shaders failed

Post by diabolik »

Well, I can not find any log file under my game. How to enable it, there's no ini/cfg file ?

Others:

I've tried to make a 'shortcut' for dameon.exe, adding -set r_ssao 0 and still KO.

Same with 'Run as administrator' and 'XP compatibility', the only tips I know lol

EDIT: ok, found the log :

Code: Select all

Unvanquished 0.41 Windows x86 Jul  5 2015
cmdline:
^3Warn: Ignoring path C:\Users\smart\Documents\My Games\Unvanquished/pkg: Le fichier spécifié est introuvable
Home path: C:\Users\smart\Documents\My Games\Unvanquished
Pak search path: C:\Program Files\Unvanquished\pkg
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.41.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.40.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.39.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.38.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.37.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.36.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.35.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.34.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.33.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.32.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.31.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.30.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.29.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.28.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.27.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.26.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.25.0.pk3'...
execing 'default.cfg'
Couldn't read conhistory.
Loaded 9 languages
Set language to French
----- Client Initialization -----
^5Loading RSA keys from pubkey
Daemon RSA public-key found.
----- Client Initialization Complete -----
Calling GetRefAPI…
SDL_Init( SDL_INIT_VIDEO )... 
Using SDL Version 2.0.3
SDL using driver "windows"
Initializing OpenGL display
Display aspect: 1.778
...setting mode -2:
 1920 1080
The change will take effect after restart.
The change will take effect after restart.
Using 24 Color bits, 24 depth, 8 stencil display.
Using GLEW 1.12.0
Using enhanced (GL3) Renderer in GL 3.x mode...
Available modes: '1366x768 1600x900 1920x1080 1776x1000 1360x768 1440x900 1680x1050 640x480 1400x1050 1360x1024 '
GL_RENDERER: ATI Radeon HD 4800 Series
Detected graphics driver class 'OpenGL 3+'
Detected graphics hardware class 'AMD Radeon DX10-class'
Initializing OpenGL extensions
...GL_ARB_debug_output not found
...using GL_ARB_fragment_shader
...using GL_ARB_vertex_shader
...using GL_ARB_shading_language_100
...found shading language version 330
...using GL_ARB_depth_texture
...using GL_ARB_texture_cube_map
...using GL_ARB_half_float_pixel
...using GL_ARB_texture_float
...using GL_ARB_texture_rg
...using GL_EXT_packed_depth_stencil
...ignoring GL_ARB_texture_compression
...ignoring GL_EXT_texture_compression_s3tc
...using GL_ARB_texture_non_power_of_two
...using GL_SGIS_generate_mipmap
...using GL_EXT_texture_filter_anisotropic
...using GL_ARB_vertex_buffer_object
...using GL_ARB_half_float_vertex
...using GL_ARB_framebuffer_object
...using GL_ARB_shader_objects
...using GL_ARB_occlusion_query
...using GL_ARB_draw_buffers
...GL_GREMEDY_string_marker not found
...using GL_ARB_get_program_binary
...GL_ARB_buffer_storage not found
...using GL_ARB_map_buffer_range
...using GL_ARB_sync
^3Warn: Source for shader program ssao:
#version 130
#define varying in
#define textureCube texture
#define texture2D texture
#define texture2DProj textureProj
#ifndef TEXTURE_RG
#define TEXTURE_RG 1
#endif
#ifndef r_AmbientScale
#define r_AmbientScale 1.000000
#endif
#ifndef r_SpecularScale
#define r_SpecularScale 1.000000
#endif
#ifndef r_NormalScale
#define r_NormalScale 1.000000
#endif
#ifndef r_zNear
#define r_zNear 3.000000
#endif
#ifndef M_PI
#define M_PI 3.141593
#endif
#ifndef MAX_SHADOWMAPS
#define MAX_SHADOWMAPS 5
#endif
#ifndef r_FBufScale
#define r_FBufScale vec2(0.000521, 0.000926)
#endif
#ifndef r_NPOTScale
#define r_NPOTScale vec2(1.000000, 1.000000)
#endif
#ifndef GLHW_ATI_DX10
#define GLHW_ATI_DX10 1
#endif
#ifndef r_precomputedLighting
#define r_precomputedLighting 1
#endif
#ifndef r_VertexSkinning
#define r_VertexSkinning 1
#endif
#ifndef MAX_GLSL_BONES
#define MAX_GLSL_BONES 256
#endif
#ifndef r_WrapAroundLighting
#define r_WrapAroundLighting 0.700000
#endif
#ifndef r_HalfLambertLighting
#define r_HalfLambertLighting 1
#endif
#line 0
/*
===========================================================================
Copyright (C) 2006-2011 Robert Beckebans <trebor_7@users.sourceforge.net>

This file is part of XreaL source code.

XreaL source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

XreaL source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with XreaL source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

/* ssao_fp.glsl */

#extension GL_ARB_texture_gather : require

uniform sampler2D u_DepthMap;
varying vec3 unprojectionParams;

uniform vec3 u_zFar;

const vec2 pixelScale = r_FBufScale * r_NPOTScale;
const float haloCutoff = 15.0;

float depthToZ(float depth) {
	return unprojectionParams.x / ( unprojectionParams.y * depth - unprojectionParams.z );
}
vec4 depthToZ(vec4 depth) {
	return unprojectionParams.x / ( unprojectionParams.y * depth - unprojectionParams.z );
}

vec4 rangeTest(vec4 diff1, vec4 diff2, vec4 deltaX, vec4 deltaY) {
	vec4 mask = step( 0.0, diff1 + diff2 )
		* step( -haloCutoff, -diff1 )
		* step( -haloCutoff, -diff2 );
	vec4 deltaXY = deltaX * deltaX + deltaY * deltaY;
	vec4 scale = inversesqrt( diff1 * diff1 + deltaXY );
	scale *= inversesqrt( diff2 * diff2 + deltaXY );
	vec4 cosAngle = scale * ( diff1 * diff2 - deltaXY );
	return mask * ( 0.5 * cosAngle + 0.5 );
}

// Based on AMD HDAO, adapted for lack of normals
void computeOcclusionForQuad( in vec2 centerTC, in float centerDepth,
			      in vec2 quadOffset,
			      inout vec4 occlusion, inout vec4 total ) {
	vec2 tc1 = centerTC + quadOffset * pixelScale;
	vec2 tc2 = centerTC - quadOffset * pixelScale;

vec4 x = vec4( -0.5, 0.5, 0.5, -0.5 ) + quadOffset.x;
vec4 y = vec4( 0.5, 0.5, -0.5, -0.5 ) + quadOffset.y;
vec4 weights = inversesqrt( x * x + y * y );

// depths1 and depth2 pixels are swizzled to be in opposite position
vec4 depths1 = depthToZ( textureGather( u_DepthMap, tc1 ) ).xyzw;
vec4 depths2 = depthToZ( textureGather( u_DepthMap, tc2 ) ).zwxy;

depths1 = centerDepth - depths1;
depths2 = centerDepth - depths2;

total += weights;
occlusion += weights * rangeTest( depths1, depths2,
				  centerDepth * x * u_zFar.x,
				  centerDepth * y * u_zFar.y );
}

vec4 offsets[] = vec4[6](
	vec4( 0.5,  1.5, 1.5, -0.5 ),
	vec4( 0.5,  4.5, 3.5,  2.5 ),
	vec4( 4.5, -0.5, 2.5, -3.5 ),
	vec4( 0.5,  7.5, 3.5,  5.5 ),
	vec4( 6.5,  2.5, 7.5, -0.5 ),
	vec4( 5.5, -3.5, 2.5, -6.5 )
	);

void	main()
{
	vec2 st = gl_FragCoord.st * pixelScale;
	vec4 color = vec4( 0.0 );
	vec4 occlusion = vec4( 0.0 );
	vec4 total = vec4( 0.0 );

float center = texture2D( u_DepthMap, st ).r;

if( center >= 1.0 ) {
	// no SSAO on the skybox !
	discard;
	return;
    }
center = depthToZ( center );
float spread = max( 1.0, 100.0 / center );

for(int i = 0; i < offsets.length(); i++) {
	vec2 of;
	if ( (int(gl_FragCoord.x - gl_FragCoord.y) & 1) != 0 )
		of = offsets[i].xy;
	else
		of = offsets[i].zw;
	computeOcclusionForQuad( st, center, spread * of,
				 occlusion, total );
}

float summedOcclusion = dot( occlusion, vec4( 1.0 ) );
float summedTotal = dot( total, vec4( 1.0 ) );

if ( summedTotal > 0.0 ) {
	summedOcclusion /= summedTotal;
}
gl_FragColor = vec4( clamp(1.0 - summedOcclusion, 0.0, 1.0) );
}

^3Warn: Compile log:
Fragment shader failed to compile with the following errors:
ERROR: 0:24: error(#61) Required extension isn't found, extension 'GL_ARB_texture_gather' is not supported
ERROR: error(#273) 1 compilation errors.  No code generated

^1 Error: Built-in shaders failed: Couldn't compile fragment shader: ssao
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.41.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.40.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.39.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.38.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.37.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.36.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.35.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.34.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.33.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.32.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.31.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.30.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.29.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.28.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.27.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.26.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.25.0.pk3'...
User avatar
Tom
Dragoon
Posts: 253
Joined: Tue Jan 15, 2013 3:34 pm UTC
Location: France

Re: Built-in shaders failed

Post by Tom »

And welcome to the forums diabolik. :granger:

User avatar
diabolik
Posts: 9
Joined: Sun Jul 12, 2015 8:44 am UTC
Clan: [DIABOLIK]
Location: France
Contact:

Re: Built-in shaders failed

Post by diabolik »

Thanks Tom :smile:
Does-it mean the error 'extension 'GL_ARB_texture_gather' is not supported' means not supported by my video-card or else ?
Thanks in advance.

And please, how many servers run your game (masterserver not responding so I can not know) ?

User avatar
illwieckz
Project Head
Posts: 718
Joined: Sat Aug 11, 2012 7:22 pm UTC
Location: France
Contact:

Re: Built-in shaders failed

Post by illwieckz »

Hi diabolik!

And please, how many servers run your game (masterserver not responding so I can not know) ?

There is currently 6 servers:

  • [url=unv://gg.illwieckz.net:27960][→connect][/url] gg.illwieckz.net [Community game Sun 20:00 UTC]

  • [url=unv://212.83.185.75:27960][→connect][/url] Quake.Fr - Unvanquished Alpha Server

  • [url=unv://unv.new-edge.org:27960][→connect][/url] New EDGE Unvanquished - www.new-edge.org

  • [url=unv://85.214.143.235:27960][→connect][/url] MATS

  • [url=unv://107.189.33.26:27960][→connect][/url] Official NA Server

  • [url=unv://174.131.224.111:27960][→connect][/url] CCC Gaming Group

Mine have bots and sometime preview content.

Hopefuly, The in-game browser works, I hope you will be able to launch Unvanquished soon and join the game! :smile:

Last edited by illwieckz on Wed Jul 15, 2015 9:08 pm UTC, edited 1 time in total.
User avatar
illwieckz
Project Head
Posts: 718
Joined: Sat Aug 11, 2012 7:22 pm UTC
Location: France
Contact:

Re: Built-in shaders failed

Post by illwieckz »

Does-it mean the error 'extension 'GL_ARB_texture_gather' is not supported' means not supported by my video-card or else ?

I think it means i's not supported by your graphic driver. In the worst case, your graphic driver does not support it because your video card does not support it but I hope it's not your case.

User avatar
illwieckz
Project Head
Posts: 718
Joined: Sat Aug 11, 2012 7:22 pm UTC
Location: France
Contact:

Re: Built-in shaders failed

Post by illwieckz »

Hum, bad news, this Apple's compatibility matrix says your Radeon HD 4850 does not supports the ARB_texture_gather extension. I know you are not running Mac OS but Windows, but perhaps it's the same on Windows.

Do you use the latest Catalyst drivers?

Edit: sorry, you already said Catalyst say there is not update available, and I checked on the website, the last driver does not support the Radeon HD 4000 serie. :frown:

@gimahel: is loading ssao shader can be optional? if it fails, it must not prevents someone to play, no? In end, the player will probably disable it if his graphic card is a bit slow. :smile:

Post Reply