OctaForge/OF-Engine

Cube 2: Sauerbraten fatal error

cyberarm opened this issue · 7 comments

I get this error every time I try to run OctaForge.

Cannot find shader definitions

Windows XP professional, SP3

q66 commented

Do you have latest alpha 9 binaries?

Yes

q66 commented

hmm. When you look at the console log, which renderpath is it trying to use?

Here's the full visible log.


GLSL ERROR (VS:explosion3dsoft8)
ERROR: 0:2: '' : syntax error #pragma
ERROR: 1 compilation errors.  No code generated.


1: #pragma CUBE2_fog
2:             uniform vec4 center, animstate;
3:             uniform vec4 texgenS, texgenT;
4:             uniform vec4 depthfxparams, depthfxview;
5:             void main(void)
6:             {
7:                 vec4 wobble = vec4(gl_Vertex.xyz*(1.0 + 0.5*abs(fract(dot(gl_Vertex.xyz, center.xyz) + animstate.w*0.002) - 0.5)), gl_Vertex.w);
8:                                 vec4 projtc = gl_ModelViewProjectionMatrix * wobble;
9:                 gl_Position = projtc;
10:                 projtc.z = depthfxparams.y - (gl_ModelViewMatrix * wobble).z*depthfxparams.x;
11:                 projtc.xy = (projtc.xy + projtc.w)*depthfxview.xy;
12:                 gl_TexCoord[3] = projtc;
13:
14:                 gl_FrontColor = gl_Color;
15:                             gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;
16:             vec2 texgen = vec2(dot(texgenS, gl_Vertex), dot(texgenT, gl_Vertex));
17:             gl_TexCoord[1].xy = texgen;
18:             gl_TexCoord[2].xy = texgen - animstate.w*0.0005;
19:
20:
21: #define FOG_COORD gl_Vertex
22: gl_FogFragCoord = -dot((FOG_COORD), gl_ModelViewMatrixTranspose[2]);
23: }
24:
GLSL ERROR (VS:explosion2dsoftrect)
ERROR: 0:2: '' : syntax error #pragma
ERROR: 1 compilation errors.  No code generated.


1: #pragma CUBE2_fog
2:             uniform vec4 center, animstate;
3:
4:             uniform vec4 depthfxparams, depthfxview;
5:             void main(void)
6:             {
7:                 vec4 wobble = vec4(gl_Vertex.xyz*(1.0 + 0.5*abs(fract(dot(gl_Vertex.xyz, center.xyz) + animstate.w*0.002) - 0.5)), gl_Vertex.w);
8:                                 vec4 projtc = gl_ModelViewProjectionMatrix * wobble;
9:                 gl_Position = projtc;
10:                 projtc.z = depthfxparams.y - (gl_ModelViewMatrix * wobble).z*depthfxparams.x;
11:                 projtc.xy = (projtc.xy + projtc.w)*depthfxview.xy;
12:                 gl_TexCoord[3] = projtc;
13:
14:                 gl_FrontColor = gl_Color;
15:                             //blow up the tex coords
16:             float dtc = 1.768 - animstate.x*1.414; // -2, 2.5; -> -2*sqrt(0.5), 2.5*sqrt(0.5);
17:             dtc *= dtc;
18:             gl_TexCoord[0].xy = animstate.w*0.0004 + dtc*gl_Vertex.xy;
19:             gl_TexCoord[1].xy = gl_Vertex.xy*0.5 + 0.5; //using wobble makes it look too spherical at a distance
20:
21:
22: #define FOG_COORD gl_Vertex
23: gl_FogFragCoord = -dot((FOG_COORD), gl_ModelViewMatrixTranspose[2]);
24: }
25:
GLSL ERROR (PS:explosion2dsoftrect)
WARNING: 0:1: extension 'GL_ARB_texture_rectangle' is not supported
ERROR: 0:2: 'sampler2DRect' : Reserved word.
ERROR: 0:2: 'sampler2DRect' : syntax error parse error

1: #extension GL_ARB_texture_rectangle : enable
2:                 uniform sampler2DRect tex2;
3:
4:             uniform sampler2D tex0, tex1;
5:             uniform vec4 depthfxparams;
6:
7:             void main(void)
8:             {
9:                 vec2 dtc = gl_TexCoord[0].xy + texture2D(tex0, gl_TexCoord[1].xy).xy*0.1; // use color texture as noise to distort texcoords
10:                 vec4 diffuse = texture2D(tex0, dtc);
11:                 vec4 blend = texture2D(tex1, gl_TexCoord[1].xy); // get blend factors from modulation texture
12:                                 diffuse *= blend.a*4.0; // dup alpha into RGB channels + intensify and over saturate
13:                 diffuse.b += 0.5 - blend.a*0.5; // blue tint
14:
15:                                 gl_FragColor.rgb = diffuse.rgb * gl_Color.rgb;
16:
17:                 #define depthvals texture2DRectProj(tex2, gl_TexCoord[3])
18:                 float depth = depthvals.x*depthfxparams.z;
19:                 gl_FragColor.a = diffuse.a * max(clamp(depth - gl_TexCoord[3].z, 0.0, 1.0) * gl_Color.a, depthfxparams.w);
20:
21:
22: #define FOG_COLOR gl_Fog.color
23: gl_FragColor.rgb = mix((FOG_COLOR).rgb, gl_FragColor.rgb, clamp((gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale, 0.0, 1.0));
24: }
25:
GLSL ERROR (VS:explosion3dsoftrect)
ERROR: 0:2: '' : syntax error #pragma
ERROR: 1 compilation errors.  No code generated.


1: #pragma CUBE2_fog
2:             uniform vec4 center, animstate;
3:             uniform vec4 texgenS, texgenT;
4:             uniform vec4 depthfxparams, depthfxview;
5:             void main(void)
6:             {
7:                 vec4 wobble = vec4(gl_Vertex.xyz*(1.0 + 0.5*abs(fract(dot(gl_Vertex.xyz, center.xyz) + animstate.w*0.002) - 0.5)), gl_Vertex.w);
8:                                 vec4 projtc = gl_ModelViewProjectionMatrix * wobble;
9:                 gl_Position = projtc;
10:                 projtc.z = depthfxparams.y - (gl_ModelViewMatrix * wobble).z*depthfxparams.x;
11:                 projtc.xy = (projtc.xy + projtc.w)*depthfxview.xy;
12:                 gl_TexCoord[3] = projtc;
13:
14:                 gl_FrontColor = gl_Color;
15:                             gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;
16:             vec2 texgen = vec2(dot(texgenS, gl_Vertex), dot(texgenT, gl_Vertex));
17:             gl_TexCoord[1].xy = texgen;
18:             gl_TexCoord[2].xy = texgen - animstate.w*0.0005;
19:
20:
21: #define FOG_COORD gl_Vertex
22: gl_FogFragCoord = -dot((FOG_COORD), gl_ModelViewMatrixTranspose[2]);
23: }
24:
GLSL ERROR (PS:explosion3dsoftrect)
WARNING: 0:1: extension 'GL_ARB_texture_rectangle' is not supported
ERROR: 0:2: 'sampler2DRect' : Reserved word.
ERROR: 0:2: 'sampler2DRect' : syntax error parse error

1: #extension GL_ARB_texture_rectangle : enable
2:                 uniform sampler2DRect tex2;
3:
4:             uniform sampler2D tex0, tex1;
5:             uniform vec4 depthfxparams;
6:
7:             void main(void)
8:             {
9:                 vec2 dtc = gl_TexCoord[0].xy + texture2D(tex0, gl_TexCoord[2].xy).xy*0.1; // use color texture as noise to distort texcoords
10:                 vec4 diffuse = texture2D(tex0, dtc);
11:                 vec4 blend = texture2D(tex1, gl_TexCoord[1].xy); // get blend factors from modulation texture
12:                                 diffuse *= blend.a*4.0; // dup alpha into RGB channels + intensify and over saturate
13:                 diffuse.b += 0.5 - blend.a*0.5; // blue tint
14:
15:                                 gl_FragColor.rgb = diffuse.rgb * gl_Color.rgb;
16:
17:                 #define depthvals texture2DRectProj(tex2, gl_TexCoord[3])
18:                 float depth = depthvals.x*depthfxparams.z;
19:                 gl_FragColor.a = diffuse.a * max(clamp(depth - gl_TexCoord[3].z, 0.0, 1.0) * gl_Color.a, depthfxparams.w);
20:
21:
22: #define FOG_COLOR gl_Fog.color
23: gl_FragColor.rgb = mix((FOG_COLOR).rgb, gl_FragColor.rgb, clamp((gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale, 0.0, 1.0));
24: }
25:
GLSL ERROR (VS:explosion2dsoft8rect)
ERROR: 0:2: '' : syntax error #pragma
ERROR: 1 compilation errors.  No code generated.


1: #pragma CUBE2_fog
2:             uniform vec4 center, animstate;
3:
4:             uniform vec4 depthfxparams, depthfxview;
5:             void main(void)
6:             {
7:                 vec4 wobble = vec4(gl_Vertex.xyz*(1.0 + 0.5*abs(fract(dot(gl_Vertex.xyz, center.xyz) + animstate.w*0.002) - 0.5)), gl_Vertex.w);
8:                                 vec4 projtc = gl_ModelViewProjectionMatrix * wobble;
9:                 gl_Position = projtc;
10:                 projtc.z = depthfxparams.y - (gl_ModelViewMatrix * wobble).z*depthfxparams.x;
11:                 projtc.xy = (projtc.xy + projtc.w)*depthfxview.xy;
12:                 gl_TexCoord[3] = projtc;
13:
14:                 gl_FrontColor = gl_Color;
15:                             //blow up the tex coords
16:             float dtc = 1.768 - animstate.x*1.414; // -2, 2.5; -> -2*sqrt(0.5), 2.5*sqrt(0.5);
17:             dtc *= dtc;
18:             gl_TexCoord[0].xy = animstate.w*0.0004 + dtc*gl_Vertex.xy;
19:             gl_TexCoord[1].xy = gl_Vertex.xy*0.5 + 0.5; //using wobble makes it look too spherical at a distance
20:
21:
22: #define FOG_COORD gl_Vertex
23: gl_FogFragCoord = -dot((FOG_COORD), gl_ModelViewMatrixTranspose[2]);
24: }
25:
GLSL ERROR (PS:explosion2dsoft8rect)
WARNING: 0:1: extension 'GL_ARB_texture_rectangle' is not supported
ERROR: 0:2: 'sampler2DRect' : Reserved word.
ERROR: 0:2: 'sampler2DRect' : syntax error parse error

1: #extension GL_ARB_texture_rectangle : enable
2:                 uniform sampler2DRect tex2;
3:
4:             uniform sampler2D tex0, tex1;
5:             uniform vec4 depthfxparams;
6:             uniform vec4 depthfxselect;
7:             void main(void)
8:             {
9:                 vec2 dtc = gl_TexCoord[0].xy + texture2D(tex0, gl_TexCoord[1].xy).xy*0.1; // use color texture as noise to distort texcoords
10:                 vec4 diffuse = texture2D(tex0, dtc);
11:                 vec4 blend = texture2D(tex1, gl_TexCoord[1].xy); // get blend factors from modulation texture
12:                                 diffuse *= blend.a*4.0; // dup alpha into RGB channels + intensify and over saturate
13:                 diffuse.b += 0.5 - blend.a*0.5; // blue tint
14:
15:                                 gl_FragColor.rgb = diffuse.rgb * gl_Color.rgb;
16:
17:                 #define depthvals texture2DRectProj(tex2, gl_TexCoord[3])
18:                 float depth = dot(depthvals, depthfxselect);
19:                 gl_FragColor.a = diffuse.a * max(clamp(depth - gl_TexCoord[3].z, 0.0, 1.0) * gl_Color.a, depthfxparams.w);
20:
21:
22: #define FOG_COLOR gl_Fog.color
23: gl_FragColor.rgb = mix((FOG_COLOR).rgb, gl_FragColor.rgb, clamp((gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale, 0.0, 1.0));
24: }
25:
GLSL ERROR (VS:explosion3dsoft8rect)
ERROR: 0:2: '' : syntax error #pragma
ERROR: 1 compilation errors.  No code generated.


1: #pragma CUBE2_fog
2:             uniform vec4 center, animstate;
3:             uniform vec4 texgenS, texgenT;
4:             uniform vec4 depthfxparams, depthfxview;
5:             void main(void)
6:             {
7:                 vec4 wobble = vec4(gl_Vertex.xyz*(1.0 + 0.5*abs(fract(dot(gl_Vertex.xyz, center.xyz) + animstate.w*0.002) - 0.5)), gl_Vertex.w);
8:                                 vec4 projtc = gl_ModelViewProjectionMatrix * wobble;
9:                 gl_Position = projtc;
10:                 projtc.z = depthfxparams.y - (gl_ModelViewMatrix * wobble).z*depthfxparams.x;
11:                 projtc.xy = (projtc.xy + projtc.w)*depthfxview.xy;
12:                 gl_TexCoord[3] = projtc;
13:
14:                 gl_FrontColor = gl_Color;
15:                             gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;
16:             vec2 texgen = vec2(dot(texgenS, gl_Vertex), dot(texgenT, gl_Vertex));
17:             gl_TexCoord[1].xy = texgen;
18:             gl_TexCoord[2].xy = texgen - animstate.w*0.0005;
19:
20:
21: #define FOG_COORD gl_Vertex
22: gl_FogFragCoord = -dot((FOG_COORD), gl_ModelViewMatrixTranspose[2]);
23: }
24:
GLSL ERROR (PS:explosion3dsoft8rect)
WARNING: 0:1: extension 'GL_ARB_texture_rectangle' is not supported
ERROR: 0:2: 'sampler2DRect' : Reserved word.
ERROR: 0:2: 'sampler2DRect' : syntax error parse error

1: #extension GL_ARB_texture_rectangle : enable
2:                 uniform sampler2DRect tex2;
3:
4:             uniform sampler2D tex0, tex1;
5:             uniform vec4 depthfxparams;
6:             uniform vec4 depthfxselect;
7:             void main(void)
8:             {
9:                 vec2 dtc = gl_TexCoord[0].xy + texture2D(tex0, gl_TexCoord[2].xy).xy*0.1; // use color texture as noise to distort texcoords
10:                 vec4 diffuse = texture2D(tex0, dtc);
11:                 vec4 blend = texture2D(tex1, gl_TexCoord[1].xy); // get blend factors from modulation texture
12:                                 diffuse *= blend.a*4.0; // dup alpha into RGB channels + intensify and over saturate
13:                 diffuse.b += 0.5 - blend.a*0.5; // blue tint
14:
15:                                 gl_FragColor.rgb = diffuse.rgb * gl_Color.rgb;
16:
17:                 #define depthvals texture2DRectProj(tex2, gl_TexCoord[3])
18:                 float depth = dot(depthvals, depthfxselect);
19:                 gl_FragColor.a = diffuse.a * max(clamp(depth - gl_TexCoord[3].z, 0.0, 1.0) * gl_Color.a, depthfxparams.w);
20:
21:
22: #define FOG_COLOR gl_Fog.color
23: gl_FragColor.rgb = mix((FOG_COLOR).rgb, gl_FragColor.rgb, clamp((gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale, 0.0, 1.0));
24: }
25:
GLSL ERROR (VS:particlenotexture)
ERROR: 0:2: '' : syntax error #pragma
ERROR: 1 compilation errors.  No code generated.


1: #pragma CUBE2_fog
2:         uniform vec4 colorscale;
3:         void main(void)
4:         {
5:             gl_Position = ftransform();
6:             gl_TexCoord[0] = gl_Color * colorscale;
7:
8: #define FOG_COORD gl_Vertex
9: gl_FogFragCoord = -dot((FOG_COORD), gl_ModelViewMatrixTranspose[2]);
10: }
11:
GLSL ERROR (VS:particle)
ERROR: 0:2: '' : syntax error #pragma
ERROR: 1 compilation errors.  No code generated.


1: #pragma CUBE2_fog
2:             uniform vec4 colorscale;
3:
4:             void main(void)
5:             {
6:                 gl_Position = ftransform();
7:                 gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;
8:                 gl_TexCoord[1] = gl_Color * colorscale;
9:
10:
11: #define FOG_COORD gl_Vertex
12: gl_FogFragCoord = -dot((FOG_COORD), gl_ModelViewMatrixTranspose[2]);
13: }
14:
GLSL ERROR (VS:particlesoft)
ERROR: 0:2: '' : syntax error #pragma
ERROR: 1 compilation errors.  No code generated.


1: #pragma CUBE2_fog
2:             uniform vec4 colorscale;
3:             uniform vec4 depthfxparams, depthfxview;
4:             void main(void)
5:             {
6:                 gl_Position = ftransform();
7:                 gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;
8:                 gl_TexCoord[1] = gl_Color * colorscale;
9:                                 vec4 projtc = gl_ModelViewProjectionMatrix * gl_Vertex;
10:                 projtc.xy = (projtc.xy + projtc.w) * depthfxview.xy;
11:                 gl_TexCoord[2] = projtc;
12:                 vec2 offset = gl_MultiTexCoord0.xy*2.82842712474619 - 1.4142135623731;
13:                 gl_TexCoord[3].xyz = vec3(offset, 1.0);
14:                 gl_TexCoord[4].xyz = vec3(offset, depthfxparams.y - (gl_ModelViewMatrix * gl_Vertex).z*depthfxparams.x);
15:
16:
17: #define FOG_COORD gl_Vertex
18: gl_FogFragCoord = -dot((FOG_COORD), gl_ModelViewMatrixTranspose[2]);
19: }
20:
GLSL ERROR (VS:particlesoft8)
ERROR: 0:2: '' : syntax error #pragma
ERROR: 1 compilation errors.  No code generated.


1: #pragma CUBE2_fog
2:             uniform vec4 colorscale;
3:             uniform vec4 depthfxparams, depthfxview;
4:             void main(void)
5:             {
6:                 gl_Position = ftransform();
7:                 gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;
8:                 gl_TexCoord[1] = gl_Color * colorscale;
9:                                 vec4 projtc = gl_ModelViewProjectionMatrix * gl_Vertex;
10:                 projtc.xy = (projtc.xy + projtc.w) * depthfxview.xy;
11:                 gl_TexCoord[2] = projtc;
12:                 vec2 offset = gl_MultiTexCoord0.xy*2.82842712474619 - 1.4142135623731;
13:                 gl_TexCoord[3].xyz = vec3(offset, 1.0);
14:                 gl_TexCoord[4].xyz = vec3(offset, depthfxparams.y - (gl_ModelViewMatrix * gl_Vertex).z*depthfxparams.x);
15:
16:
17: #define FOG_COORD gl_Vertex
18: gl_FogFragCoord = -dot((FOG_COORD), gl_ModelViewMatrixTranspose[2]);
19: }
20:
GLSL ERROR (VS:particlesoftrect)
ERROR: 0:2: '' : syntax error #pragma
ERROR: 1 compilation errors.  No code generated.


1: #pragma CUBE2_fog
2:             uniform vec4 colorscale;
3:             uniform vec4 depthfxparams, depthfxview;
4:             void main(void)
5:             {
6:                 gl_Position = ftransform();
7:                 gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;
8:                 gl_TexCoord[1] = gl_Color * colorscale;
9:                                 vec4 projtc = gl_ModelViewProjectionMatrix * gl_Vertex;
10:                 projtc.xy = (projtc.xy + projtc.w) * depthfxview.xy;
11:                 gl_TexCoord[2] = projtc;
12:                 vec2 offset = gl_MultiTexCoord0.xy*2.82842712474619 - 1.4142135623731;
13:                 gl_TexCoord[3].xyz = vec3(offset, 1.0);
14:                 gl_TexCoord[4].xyz = vec3(offset, depthfxparams.y - (gl_ModelViewMatrix * gl_Vertex).z*depthfxparams.x);
15:
16:
17: #define FOG_COORD gl_Vertex
18: gl_FogFragCoord = -dot((FOG_COORD), gl_ModelViewMatrixTranspose[2]);
19: }
20:
GLSL ERROR (PS:particlesoftrect)
WARNING: 0:1: extension 'GL_ARB_texture_rectangle' is not supported
ERROR: 0:2: 'sampler2DRect' : Reserved word.
ERROR: 0:2: 'sampler2DRect' : syntax error parse error

1: #extension GL_ARB_texture_rectangle : enable
2:                     uniform sampler2DRect tex2;
3:
4:             uniform sampler2D tex0;
5:             uniform vec4 depthfxparams;
6:
7:             void main(void)
8:             {
9:                 vec4 diffuse = texture2D(tex0, gl_TexCoord[0].xy);
10:                                 #define depthvals texture2DRectProj(tex2, gl_TexCoord[2])
11:                 float depth = depthvals.x*depthfxparams.z;
12:                 diffuse.a *= clamp(depth - dot(gl_TexCoord[3].xyz, gl_TexCoord[4].xyz), 0.0, 1.0);
13:
14:                 gl_FragColor = diffuse * gl_TexCoord[1];
15:
16: #define FOG_COLOR gl_Fog.color
17: gl_FragColor.rgb = mix((FOG_COLOR).rgb, gl_FragColor.rgb, clamp((gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale, 0.0, 1.0));
18: }
19:
GLSL ERROR (VS:particlesoft8rect)
ERROR: 0:2: '' : syntax error #pragma
ERROR: 1 compilation errors.  No code generated.


1: #pragma CUBE2_fog
2:             uniform vec4 colorscale;
3:             uniform vec4 depthfxparams, depthfxview;
4:             void main(void)
5:             {
6:                 gl_Position = ftransform();
7:                 gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;
8:                 gl_TexCoord[1] = gl_Color * colorscale;
9:                                 vec4 projtc = gl_ModelViewProjectionMatrix * gl_Vertex;
10:                 projtc.xy = (projtc.xy + projtc.w) * depthfxview.xy;
11:                 gl_TexCoord[2] = projtc;
12:                 vec2 offset = gl_MultiTexCoord0.xy*2.82842712474619 - 1.4142135623731;
13:                 gl_TexCoord[3].xyz = vec3(offset, 1.0);
14:                 gl_TexCoord[4].xyz = vec3(offset, depthfxparams.y - (gl_ModelViewMatrix * gl_Vertex).z*depthfxparams.x);
15:
16:
17: #define FOG_COORD gl_Vertex
18: gl_FogFragCoord = -dot((FOG_COORD), gl_ModelViewMatrixTranspose[2]);
19: }
20:
GLSL ERROR (PS:particlesoft8rect)
WARNING: 0:1: extension 'GL_ARB_texture_rectangle' is not supported
ERROR: 0:2: 'sampler2DRect' : Reserved word.
ERROR: 0:2: 'sampler2DRect' : syntax error parse error

1: #extension GL_ARB_texture_rectangle : enable
2:                     uniform sampler2DRect tex2;
3:
4:             uniform sampler2D tex0;
5:             uniform vec4 depthfxparams;
6:             uniform vec4 depthfxselect;
7:             void main(void)
8:             {
9:                 vec4 diffuse = texture2D(tex0, gl_TexCoord[0].xy);
10:                                 #define depthvals texture2DRectProj(tex2, gl_TexCoord[2])
11:                 float depth = dot(depthvals, depthfxselect);
12:                 diffuse.a *= clamp(depth - dot(gl_TexCoord[3].xyz, gl_TexCoord[4].xyz), 0.0, 1.0);
13:
14:                 gl_FragColor = diffuse * gl_TexCoord[1];
15:
16: #define FOG_COLOR gl_Fog.color
17: gl_FragColor.rgb = mix((FOG_COLOR).rgb, gl_FragColor.rgb, clamp((gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale, 0.0, 1.0));
18: }
19:
GLSL ERROR (VS:notexturemodel)
ERROR: 0:2: '' : syntax error #pragma
ERROR: 1 compilation errors.  No code generated.


1: #pragma CUBE2_fog
2:             void main(void)
3:             {
4:                 gl_Position = ftransform();
5:
6:                 gl_FrontColor = gl_Color;
7:
8: #define FOG_COORD gl_Vertex
9: gl_FogFragCoord = -dot((FOG_COORD), gl_ModelViewMatrixTranspose[2]);
10: }
11:
cannot find shader definitions 
q66 commented

thanks, that helped a lot. Well, it appears your graphics card supports GLSL shaders, so OF detects it can use GLSL, but it doesn't support enough extensions. This will be fixed when we get ARB shader definitions. For now you'll have to go with fixed-function (without shaders), launch the client with -f0 parameter.

It's working

q66 commented

Closing, this issue will be irrelevant with Tesseract, which will not support ARB shaders nor fixed function pipeline.