Hi,

i have used the binaries of PV 3.8.0 (RC2) on an Linux 64bit workstation (OpenSuse 11.2). Trying to use the surface-LIC PV crashes - find the output attached.

Is this a problem with the graphics card? I have an Nvidia FX1400 and the driver is v256.25 ...

Best regards and thank you in advance,


    Stefan


=================================================================

                                    Stefan Melber-Wilkending
                     _/
                   _/_/             Fields of activities:
                 _/  _/             -) High-Lift Research
         _/_/_/_/_/_/_/_/_/_/       -) Complex Configurations
       _/    _/    _/    _/         -) Numerical Wind-Tunnel
     _/    _/    _/    _/           -) Wind-Tunnel Design
   _/_/_/_/_/_/_/_/_/_/             -) Supercomputing
         _/  _/  _      _           -) Visualisation Techniques
         _/_/   | \ |  |_|          -) Glider-Aerodynamics
         _/     |_/ |_ | \
                                    German Aerospace Center, DLR
                                    in the Helmholtz-Association
  Phone ..: +49 531/295-2836        Institute of Aerodynamics
  Fax. ...: +49 531/295-2320        and Flow Technology
  Email ..: [email protected]    Lilienthalplatz 7
  Web ....: http://www.dlr.de/AS    D-38106 Braunschweig/Germany
=================================================================

Executing with: 0
ERROR: In 
/home/kitware/Dashboard/MyTests/ParaView-3-8/ParaView-3.8/ParaView/VTK/Rendering/vtkShaderProgram2.cxx,
 line 490
vtkShaderProgram2 (0x19b0870):  the shader program failed to link. Its log is:
Vertex info
-----------
Internal error: assembly compile error for vertex shader at offset 17890:
-- error message --
line 431, column 1:  error: binding in multiple relative-addressedarrays
-- internal assembly text --
!!NVvp4.0
OPTION NV_parameter_buffer_object2;
# cgc version 3.0.0001, build date May 18 2010
# command line args: 
#vendor NVIDIA Corporation
#version 3.0.0.1
#profile gp4vp
#program main
#semantic gl_NormalMatrix : state.matrix.modelview.inverse
#semantic gl_ModelViewMatrix : state.matrix.modelview.transpose
#semantic gl_ModelViewProjectionMatrixTranspose : state.matrix.mvp
#semantic gl_FrontMaterial : state.material.front
#semantic gl_LightModel : state.lightmodel
#semantic gl_LightSource : state.light
#semantic vtkColorMaterialHelper_Mode
#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1
#var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[0], 3 : -1 : 
1
#var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1
#var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1
#var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1
#var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[3], 4 : 
-1 : 1
#var float4x4 gl_ModelViewProjectionMatrixTranspose : state.matrix.mvp : c[7], 
4 : -1 : 1
#var float4 gl_FrontMaterial.emission : state.material.front.emission : c[107] 
: -1 : 1
#var float4 gl_FrontMaterial.ambient : state.material.front.ambient : c[108] : 
-1 : 1
#var float4 gl_FrontMaterial.diffuse : state.material.front.diffuse : c[109] : 
-1 : 1
#var float4 gl_FrontMaterial.specular : state.material.front.specular : c[110] 
: -1 : 1
#var float gl_FrontMaterial.shininess : state.material.front.shininess : c[111] 
: -1 : 1
#var float4 gl_Color : $vin.COLOR0 : ATTR3 : -1 : 1
#var float4 gl_LightModel.ambient : state.lightmodel.ambient : c[112] : -1 : 1
#var float4 gl_LightSource[0].ambient : state.light[0].ambient : c[11] : -1 : 1
#var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : c[12] : -1 : 1
#var float4 gl_LightSource[0].specular : state.light[0].specular : c[13] : -1 : 
1
#var float4 gl_LightSource[0].position : state.light[0].position : c[14] : -1 : 
1
#var float4 gl_LightSource[0].halfVector : state.light[0].half : c[15] : -1 : 0
#var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : 
c[16] : -1 : 1
#var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : 
c[17] : -1 : 1
#var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : c[18] 
: -1 : 1
#var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : 
c[19] : -1 : 1
#var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x 
: c[20] : -1 : 1
#var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : 
c[21] : -1 : 1
#var float gl_LightSource[0].quadraticAttenuation : 
state.light[0].attenuation.z : c[22] : -1 : 1
#var float4 gl_LightSource[1].ambient : state.light[1].ambient : c[23] : -1 : 1
#var float4 gl_LightSource[1].diffuse : state.light[1].diffuse : c[24] : -1 : 1
#var float4 gl_LightSource[1].specular : state.light[1].specular : c[25] : -1 : 
1
#var float4 gl_LightSource[1].position : state.light[1].position : c[26] : -1 : 
1
#var float4 gl_LightSource[1].halfVector : state.light[1].half : c[27] : -1 : 0
#var float3 gl_LightSource[1].spotDirection : state.light[1].spot.direction : 
c[28] : -1 : 1
#var float gl_LightSource[1].spotExponent : state.light[1].attenuation.w : 
c[29] : -1 : 1
#var float gl_LightSource[1].spotCutoff : state.light[1].spot.cutoff.x : c[30] 
: -1 : 1
#var float gl_LightSource[1].spotCosCutoff : state.light[1].spot.direction.w : 
c[31] : -1 : 1
#var float gl_LightSource[1].constantAttenuation : state.light[1].attenuation.x 
: c[32] : -1 : 1
#var float gl_LightSource[1].linearAttenuation : state.light[1].attenuation.y : 
c[33] : -1 : 1
#var float gl_LightSource[1].quadraticAttenuation : 
state.light[1].attenuation.z : c[34] : -1 : 1
#var float4 gl_LightSource[2].ambient : state.light[2].ambient : c[35] : -1 : 1
#var float4 gl_LightSource[2].diffuse : state.light[2].diffuse : c[36] : -1 : 1
#var float4 gl_LightSource[2].specular : state.light[2].specular : c[37] : -1 : 
1
#var float4 gl_LightSource[2].position : state.light[2].position : c[38] : -1 : 
1
#var float4 gl_LightSource[2].halfVector : state.light[2].half : c[39] : -1 : 0
#var float3 gl_LightSource[2].spotDirection : state.light[2].spot.direction : 
c[40] : -1 : 1
#var float gl_LightSource[2].spotExponent : state.light[2].attenuation.w : 
c[41] : -1 : 1
#var float gl_LightSource[2].spotCutoff : state.light[2].spot.cutoff.x : c[42] 
: -1 : 1
#var float gl_LightSource[2].spotCosCutoff : state.light[2].spot.direction.w : 
c[43] : -1 : 1
#var float gl_LightSource[2].constantAttenuation : state.light[2].attenuation.x 
: c[44] : -1 : 1
#var float gl_LightSource[2].linearAttenuation : state.light[2].attenuation.y : 
c[45] : -1 : 1
#var float gl_LightSource[2].quadraticAttenuation : 
state.light[2].attenuation.z : c[46] : -1 : 1
#var float4 gl_LightSource[3].ambient : state.light[3].ambient : c[47] : -1 : 1
#var float4 gl_LightSource[3].diffuse : state.light[3].diffuse : c[48] : -1 : 1
#var float4 gl_LightSource[3].specular : state.light[3].specular : c[49] : -1 : 
1
#var float4 gl_LightSource[3].position : state.light[3].position : c[50] : -1 : 
1
#var float4 gl_LightSource[3].halfVector : state.light[3].half : c[51] : -1 : 0
#var float3 gl_LightSource[3].spotDirection : state.light[3].spot.direction : 
c[52] : -1 : 1
#var float gl_LightSource[3].spotExponent : state.light[3].attenuation.w : 
c[53] : -1 : 1
#var float gl_LightSource[3].spotCutoff : state.light[3].spot.cutoff.x : c[54] 
: -1 : 1
#var float gl_LightSource[3].spotCosCutoff : state.light[3].spot.direction.w : 
c[55] : -1 : 1
#var float gl_LightSource[3].constantAttenuation : state.light[3].attenuation.x 
: c[56] : -1 : 1
#var float gl_LightSource[3].linearAttenuation : state.light[3].attenuation.y : 
c[57] : -1 : 1
#var float gl_LightSource[3].quadraticAttenuation : 
state.light[3].attenuation.z : c[58] : -1 : 1
#var float4 gl_LightSource[4].ambient : state.light[4].ambient : c[59] : -1 : 1
#var float4 gl_LightSource[4].diffuse : state.light[4].diffuse : c[60] : -1 : 1
#var float4 gl_LightSource[4].specular : state.light[4].specular : c[61] : -1 : 
1
#var float4 gl_LightSource[4].position : state.light[4].position : c[62] : -1 : 
1
#var float4 gl_LightSource[4].halfVector : state.light[4].half : c[63] : -1 : 0
#var float3 gl_LightSource[4].spotDirection : state.light[4].spot.direction : 
c[64] : -1 : 1
#var float gl_LightSource[4].spotExponent : state.light[4].attenuation.w : 
c[65] : -1 : 1
#var float gl_LightSource[4].spotCutoff : state.light[4].spot.cutoff.x : c[66] 
: -1 : 1
#var float gl_LightSource[4].spotCosCutoff : state.light[4].spot.direction.w : 
c[67] : -1 : 1
#var float gl_LightSource[4].constantAttenuation : state.light[4].attenuation.x 
: c[68] : -1 : 1
#var float gl_LightSource[4].linearAttenuation : state.light[4].attenuation.y : 
c[69] : -1 : 1
#var float gl_LightSource[4].quadraticAttenuation : 
state.light[4].attenuation.z : c[70] : -1 : 1
#var float4 gl_LightSource[5].ambient : state.light[5].ambient : c[71] : -1 : 1
#var float4 gl_LightSource[5].diffuse : state.light[5].diffuse : c[72] : -1 : 1
#var float4 gl_LightSource[5].specular : state.light[5].specular : c[73] : -1 : 
1
#var float4 gl_LightSource[5].position : state.light[5].position : c[74] : -1 : 
1
#var float4 gl_LightSource[5].halfVector : state.light[5].half : c[75] : -1 : 0
#var float3 gl_LightSource[5].spotDirection : state.light[5].spot.direction : 
c[76] : -1 : 1
#var float gl_LightSource[5].spotExponent : state.light[5].attenuation.w : 
c[77] : -1 : 1
#var float gl_LightSource[5].spotCutoff : state.light[5].spot.cutoff.x : c[78] 
: -1 : 1
#var float gl_LightSource[5].spotCosCutoff : state.light[5].spot.direction.w : 
c[79] : -1 : 1
#var float gl_LightSource[5].constantAttenuation : state.light[5].attenuation.x 
: c[80] : -1 : 1
#var float gl_LightSource[5].linearAttenuation : state.light[5].attenuation.y : 
c[81] : -1 : 1
#var float gl_LightSource[5].quadraticAttenuation : 
state.light[5].attenuation.z : c[82] : -1 : 1
#var float4 gl_LightSource[6].ambient : state.light[6].ambient : c[83] : -1 : 1
#var float4 gl_LightSource[6].diffuse : state.light[6].diffuse : c[84] : -1 : 1
#var float4 gl_LightSource[6].specular : state.light[6].specular : c[85] : -1 : 
1
#var float4 gl_LightSource[6].position : state.light[6].position : c[86] : -1 : 
1
#var float4 gl_LightSource[6].halfVector : state.light[6].half : c[87] : -1 : 0
#var float3 gl_LightSource[6].spotDirection : state.light[6].spot.direction : 
c[88] : -1 : 1
#var float gl_LightSource[6].spotExponent : state.light[6].attenuation.w : 
c[89] : -1 : 1
#var float gl_LightSource[6].spotCutoff : state.light[6].spot.cutoff.x : c[90] 
: -1 : 1
#var float gl_LightSource[6].spotCosCutoff : state.light[6].spot.direction.w : 
c[91] : -1 : 1
#var float gl_LightSource[6].constantAttenuation : state.light[6].attenuation.x 
: c[92] : -1 : 1
#var float gl_LightSource[6].linearAttenuation : state.light[6].attenuation.y : 
c[93] : -1 : 1
#var float gl_LightSource[6].quadraticAttenuation : 
state.light[6].attenuation.z : c[94] : -1 : 1
#var float4 gl_LightSource[7].ambient : state.light[7].ambient : c[95] : -1 : 1
#var float4 gl_LightSource[7].diffuse : state.light[7].diffuse : c[96] : -1 : 1
#var float4 gl_LightSource[7].specular : state.light[7].specular : c[97] : -1 : 
1
#var float4 gl_LightSource[7].position : state.light[7].position : c[98] : -1 : 
1
#var float4 gl_LightSource[7].halfVector : state.light[7].half : c[99] : -1 : 0
#var float3 gl_LightSource[7].spotDirection : state.light[7].spot.direction : 
c[100] : -1 : 1
#var float gl_LightSource[7].spotExponent : state.light[7].attenuation.w : 
c[101] : -1 : 1
#var float gl_LightSource[7].spotCutoff : state.light[7].spot.cutoff.x : c[102] 
: -1 : 1
#var float gl_LightSource[7].spotCosCutoff : state.light[7].spot.direction.w : 
c[103] : -1 : 1
#var float gl_LightSource[7].constantAttenuation : state.light[7].attenuation.x 
: c[104] : -1 : 1
#var float gl_LightSource[7].linearAttenuation : state.light[7].attenuation.y : 
c[105] : -1 : 1
#var float gl_LightSource[7].quadraticAttenuation : 
state.light[7].attenuation.z : c[106] : -1 : 1
#var float4 vColor : $vout.ATTR1 : ATTR1 : -1 : 1
#var float2 vProjectedVF : $vout.ATTR0.xy : ATTR0 : -1 : 1
#var int vtkColorMaterialHelper_Mode :  : c[113] : -1 : 1
PARAM c[114] = { state.matrix.modelview.inverse.row[0..2],
                state.matrix.modelview.transpose.row[0..3],
                state.matrix.mvp.row[0..3],
                state.light[0].ambient,
                state.light[0].diffuse,
                state.light[0].specular,
                state.light[0].position,
                program.local[15],
                state.light[0].spot.direction,
                state.light[0].attenuation,
                state.light[0].spot.cutoff,
                state.light[0].spot.direction,
                state.light[0].attenuation,
                state.light[0].attenuation,
                state.light[0].attenuation,
                state.light[1].ambient,
                state.light[1].diffuse,
                state.light[1].specular,
                state.light[1].position,
                program.local[27],
                state.light[1].spot.direction,
                state.light[1].attenuation,
                state.light[1].spot.cutoff,
                state.light[1].spot.direction,
                state.light[1].attenuation,
                state.light[1].attenuation,
                state.light[1].attenuation,
                state.light[2].ambient,
                state.light[2].diffuse,
                state.light[2].specular,
                state.light[2].position,
                program.local[39],
                state.light[2].spot.direction,
                state.light[2].attenuation,
                state.light[2].spot.cutoff,
                state.light[2].spot.direction,
                state.light[2].attenuation,
                state.light[2].attenuation,
                state.light[2].attenuation,
                state.light[3].ambient,
                state.light[3].diffuse,
                state.light[3].specular,
                state.light[3].position,
                program.local[51],
                state.light[3].spot.direction,
                state.light[3].attenuation,
                state.light[3].spot.cutoff,
                state.light[3].spot.direction,
                state.light[3].attenuation,
                state.light[3].attenuation,
                state.light[3].attenuation,
                state.light[4].ambient,
                state.light[4].diffuse,
                state.light[4].specular,
                state.light[4].position,
                program.local[63],
                state.light[4].spot.direction,
                state.light[4].attenuation,
                state.light[4].spot.cutoff,
                state.light[4].spot.direction,
                state.light[4].attenuation,
                state.light[4].attenuation,
                state.light[4].attenuation,
                state.light[5].ambient,
                state.light[5].diffuse,
                state.light[5].specular,
                state.light[5].position,
                program.local[75],
                state.light[5].spot.direction,
                state.light[5].attenuation,
                state.light[5].spot.cutoff,
                state.light[5].spot.direction,
                state.light[5].attenuation,
                state.light[5].attenuation,
                state.light[5].attenuation,
                state.light[6].ambient,
                state.light[6].diffuse,
                state.light[6].specular,
                state.light[6].position,
                program.local[87],
                state.light[6].spot.direction,
                state.light[6].attenuation,
                state.light[6].spot.cutoff,
                state.light[6].spot.direction,
                state.light[6].attenuation,
                state.light[6].attenuation,
                state.light[6].attenuation,
                state.light[7].ambient,
                state.light[7].diffuse,
                state.light[7].specular,
                state.light[7].position,
                program.local[99],
                state.light[7].spot.direction,
                state.light[7].attenuation,
                state.light[7].spot.cutoff,
                state.light[7].spot.direction,
                state.light[7].attenuation,
                state.light[7].attenuation,
                state.light[7].attenuation,
                state.material.front.emission,
                state.material.front.ambient,
                state.material.front.diffuse,
                state.material.front.specular,
                state.material.front.shininess,
                state.lightmodel.ambient,
                program.local[113] };
ATTRIB vertex_attrib[] = { vertex.attrib[0..8] };
OUTPUT result_attrib[] = { result.attrib[0..1] };
TEMP R0, R1, R2, R3, R4, R5, R6, R7, R8, R9;
TEMP RC, HC;
DP3.F R4.x, vertex.attrib[2], vertex.attrib[2];
RSQ.F R4.x, R4.x;
MUL.F R4.xyz, R4.x, vertex.attrib[2];
DP3.F R4.w, R4, vertex.attrib[8];
MAD.F R4.xyz, -R4.w, R4, vertex.attrib[8];
MUL.F R5.xy, R4.y, c[1];
MAD.F R4.xy, R4.x, c[0], R5;
MAD.F result.attrib[0].xy, R4.z, c[2], R4;
MUL.F R4, vertex.attrib[0].y, c[4];
MUL.F R5.xyz, vertex.attrib[2].y, c[1];
MAD.F R4, vertex.attrib[0].x, c[3], R4;
MAD.F R5.xyz, vertex.attrib[2].x, c[0], R5;
MAD.F R5.xyz, vertex.attrib[2].z, c[2], R5;
MAD.F R4, vertex.attrib[0].z, c[5], R4;
MAD.F R4, vertex.attrib[0].w, c[6], R4;
DIV.F R7.xyz, R4, R4.w;
DP3.F R5.w, R5, R5;
RSQ.F R4.x, R5.w;
MOV.S R4.y, {0, 0, 0, 0}.x;
MUL.F R8.xyz, R4.x, R5;
SEQ.S R4.y, c[113].x, R4;
MOV.U.CC RC.x, -R4.y;
MOV.U R4.x, {1, 0, 0, 0};
IF    NE.x;
MOV.F R3, c[107];
MOV.F R0, c[108];
MOV.F R1, c[109];
MOV.F R2, c[110];
MOV.U R4.x, {0, 0, 0, 0};
ENDIF;
MOV.U.CC RC.x, R4;
IF    NE.x;
MOV.S R2.x, {1, 0, 0, 0};
SEQ.S R4.x, c[113], R2;
MOV.U.CC RC.x, -R4;
MOV.F R3, c[107];
MOV.F R0, c[108];
MOV.F R1, c[109];
MOV.F R2, c[110];
IF    NE.x;
MOV.F R0, vertex.attrib[3];
ELSE;
MOV.S R4.x, {2, 0, 0, 0};
SEQ.S R4.x, c[113], R4;
MOV.U.CC RC.x, -R4;
IF    NE.x;
MOV.F R1, vertex.attrib[3];
ELSE;
MOV.S R4.x, {3, 0, 0, 0};
SEQ.S R4.x, c[113], R4;
MOV.U.CC RC.x, -R4;
IF    NE.x;
MOV.F R2, vertex.attrib[3];
ELSE;
MOV.S R4.x, {4, 0, 0, 0};
SEQ.S R4.x, c[113], R4;
MOV.U.CC RC.x, -R4;
IF    NE.x;
MOV.F R0, vertex.attrib[3];
MOV.F R1, vertex.attrib[3];
ELSE;
MOV.S R4.x, {5, 0, 0, 0};
SEQ.S R4.x, c[113], R4;
MOV.U.CC RC.x, -R4;
IF    NE.x;
MOV.F R3, vertex.attrib[3];
ENDIF;
ENDIF;
ENDIF;
ENDIF;
ENDIF;
ENDIF;
MAD.F R3, R0, c[112], R3;
MOV.F R4, {0, 1, 0, 0}.xxxy;
MOV.S R7.w, {0, 0, 0, 0}.x;
REP.S {8, 0, 0, 0};
MUL.S R5.y, R7.w, {12, 0, 0, 0}.x;
MOV.F R5.x, {0, 0, 0, 0};
MOV.U R5.y, R5;
SNE.F R5.x, c[R5.y + 12].w, R5;
TRUNC.U R5.x, R5;
SEQ.U R5.x, R5, {0, 0, 0, 0};
MOV.U.CC RC.x, -R5;
IF    NE.x;
MOV.U.CC RC.x, {1, 0, 0, 0};
ADD.S R7.w, R7, {1, 0, 0, 0}.x;
CONT  (NE.x);
ENDIF;
MUL.S R5.y, R7.w, {12, 0, 0, 0}.x;
MOV.F R5.x, {0, 0, 0, 0};
MOV.U R5.y, R5;
SNE.F R5.x, c[R5.y + 14].w, R5;
TRUNC.U.CC HC.x, R5;
IF    NE.x;
MUL.S R5.x, R7.w, {12, 0, 0, 0};
MOV.U R5.w, R5.x;
RCP.F R5.x, c[R5.w + 14].w;
MAD.F R5.xyz, R5.x, c[R5.w + 14], -R7;
DP3.F R6.w, R5, R5;
RSQ.F R6.x, R6.w;
RCP.F R8.w, R6.x;
MUL.F R9.x, c[R5.w + 21].y, R8.w;
MUL.F R5.xyz, R6.x, R5;
ADD.F R6.xyz, R5, R7;
DP3.F R8.w, R6, R6;
RSQ.F R8.w, R8.w;
ADD.F R9.x, R9, c[R5.w + 20];
MAD.F R5.w, R6, c[R5.w + 22].z, R9.x;
MUL.F R6.xyz, R8.w, R6;
RCP.F R8.w, R5.w;
ELSE;
MUL.S R5.x, R7.w, {12, 0, 0, 0};
MOV.U R5.x, R5;
DP3.F R5.y, c[R5.x + 14], c[R5.x + 14];
RSQ.F R5.y, R5.y;
MUL.F R5.xyz, R5.y, c[R5.x + 14];
ADD.F R6.xyz, R5, R7;
DP3.F R5.w, R6, R6;
RSQ.F R5.w, R5.w;
MUL.F R6.xyz, R5.w, R6;
MOV.F R8.w, {1, 0, 0, 0}.x;
ENDIF;
SGT.F R5.w, R8, {0, 0, 0, 0}.x;
TRUNC.U.CC HC.x, R5.w;
IF    NE.x;
MUL.S R6.w, R7, {12, 0, 0, 0}.x;
MOV.F R5.w, {180, 0, 0, 0}.x;
MOV.U R6.w, R6;
SEQ.F R5.w, c[R6.w + 18].x, R5;
TRUNC.U.CC HC.x, R5.w;
IF    NE.x;
MOV.F R9.x, {1, 0, 0, 0};
ELSE;
MUL.S R5.w, R7, {12, 0, 0, 0}.x;
MOV.U R5.w, R5;
DP3.F R6.w, R5, c[R5.w + 16];
SGE.F R9.x, -R6.w, c[R5.w + 19].w;
TRUNC.U.CC HC.x, R9;
MOV.F R5.w, -R6;
IF    NE.x;
MUL.S R6.w, R7, {12, 0, 0, 0}.x;
MOV.U R6.w, R6;
POW.F R9.x, R5.w, c[R6.w + 17].w;
ELSE;
MOV.F R9.x, {0, 0, 0, 0};
ENDIF;
ENDIF;
SGT.F R5.w, R9.x, {0, 0, 0, 0}.x;
TRUNC.U.CC HC.x, R5.w;
IF    NE.x;
DP3.F R9.z, R8, R5;
SLT.F R5.x, R9.z, {0, 0, 0, 0};
TRUNC.U.CC HC.x, R5;
DP3.F R9.y, R8, R6;
IF    NE.x;
MOV.F R9.z, -R9;
ENDIF;
SLT.F R5.x, R9.y, {0, 0, 0, 0};
TRUNC.U.CC HC.x, R5;
IF    NE.x;
MOV.F R9.y, -R9;
ENDIF;
MUL.S R5.x, R7.w, {12, 0, 0, 0};
MOV.U R5.x, R5;
SGT.F R6.x, R9.z, {0, 0, 0, 0};
TRUNC.U.CC HC.x, R6;
MUL.F R5, R0, c[R5.x + 11];
IF    NE.x;
MUL.S R6.x, R7.w, {12, 0, 0, 0};
MOV.U R6.x, R6;
MUL.F R6, R1, c[R6.x + 12];
MAD.F R5, R6, R9.z, R5;
ENDIF;
MUL.F R6.x, R8.w, R9;
MAD.F R3, R6.x, R5, R3;
MUL.F R5, R6.x, R2;
MUL.S R6.y, R7.w, {12, 0, 0, 0}.x;
MOV.U R6.y, R6;
POW.F R6.x, R9.y, c[111].x;
MUL.F R5, R5, c[R6.y + 13];
MAD.F R4, R5, R6.x, R4;
ENDIF;
ENDIF;
ADD.S R7.w, R7, {1, 0, 0, 0}.x;
ENDREP;
ADD.F result.attrib[1], R3, R4;
DP4.F result.position.w, vertex.attrib[0], c[10];
DP4.F result.position.z, vertex.attrib[0], c[9];
DP4.F result.position.y, vertex.attrib[0], c[8];
DP4.F result.position.x, vertex.attrib[0], c[7];
END
# 190 instructions, 10 R-regs
the shaders are: 


ERROR: In 
/home/kitware/Dashboard/MyTests/ParaView-3-8/ParaView-3.8/ParaView/VTK/Rendering/vtkShaderProgram2.cxx,
 line 500
vtkShaderProgram2 (0x19b0870): shader #0/4 (vertex shader) log is:

. Its source code is:
//=========================================================================
//
//  Program:   Visualization Toolkit
//  Module:    vtkSurfaceLICPainter_vs1.glsl
//
//  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
//  All rights reserved.
//  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
//
//     This software is distributed WITHOUT ANY WARRANTY; without even
//     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
//     PURPOSE.  See the above copyright notice for more information.
//
//=========================================================================
// Filename: vtkSurfaceLICPainter_vs1.glsl
// Filename is useful when using gldb-gui

#version 120 
varying vec4 vColor;
varying vec2 vProjectedVF;

// from vtkColorMaterialHelper
gl_MaterialParameters getMaterialParameters();

// from vtkLightingHelper
vec4 singleColor(gl_MaterialParameters m,
  vec3 surfacePosEyeCoords, vec3 n);

// Projects "vector" onto the surface.
vec3 projectOnSurface(vec3 vector)
{
  vec3 normal = normalize(gl_Normal);
  float k = dot(normal, vector);
  return (vector - (k*normal));
}

vec4 colorFrontFace()
{
 vec4 heyeCoords = gl_ModelViewMatrix*gl_Vertex;
 vec3 eyeCoords = heyeCoords.xyz/heyeCoords.w;
 vec3 n = normalize(gl_NormalMatrix*gl_Normal);
 return singleColor(getMaterialParameters(),eyeCoords,n);
}

void main()
{
  vec3 vf = projectOnSurface(gl_MultiTexCoord0.stp);
  vProjectedVF = (gl_NormalMatrix * vf).xy;
  vColor = colorFrontFace();
  gl_Position = ftransform();
}




ERROR: In 
/home/kitware/Dashboard/MyTests/ParaView-3-8/ParaView-3.8/ParaView/VTK/Rendering/vtkShaderProgram2.cxx,
 line 500
vtkShaderProgram2 (0x19b0870): shader #1/4 (fragment shader) log is:

. Its source code is:
//=========================================================================
//
//  Program:   Visualization Toolkit
//  Module:    vtkSurfaceLICPainter_fs1.glsl
//
//  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
//  All rights reserved.
//  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
//
//     This software is distributed WITHOUT ANY WARRANTY; without even
//     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
//     PURPOSE.  See the above copyright notice for more information.
//
//=========================================================================

// Filename: vtkSurfaceLICPainter_fs1.glsl
// Filename is useful when using gldb-gui

#version 110

#extension GL_ARB_draw_buffers : enable

varying vec2 vProjectedVF;
varying vec4 vColor;

void main()
{
  gl_FragData[0] = clamp(vColor, vec4(0,0, 0, 0), vec4(1, 1, 1, 1));;
  gl_FragData[1] = vec4(vProjectedVF.x, vProjectedVF.y, gl_FragCoord.z, 1.0);
}




ERROR: In 
/home/kitware/Dashboard/MyTests/ParaView-3-8/ParaView-3.8/ParaView/VTK/Rendering/vtkShaderProgram2.cxx,
 line 500
vtkShaderProgram2 (0x19b0870): shader #2/4 (vertex shader) log is:

. Its source code is:
//=========================================================================
//
//  Program:   Visualization Toolkit
//  Module:    vtkLightingHelper_s.glsl
//
//  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
//  All rights reserved.
//  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
//
//     This software is distributed WITHOUT ANY WARRANTY; without even
//     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
//     PURPOSE.  See the above copyright notice for more information.
//
//=========================================================================

#version 110

// Filename: vtkLightingHelper_s.glsl
// Filename is useful when using gldb-gui

// This file defines some lighting functions.
// They can be used either in a vertex or fragment shader.

// It is intented to be used in conjunction with vtkLightsSwitches class.

// Those functions expect uniform variables about the status of lights
// 1. In fixed-mode pipeline (glUseProgram(0)),
// 2. get the values with GLboolean lightSwitch[i]=glIsEnabled(GL_LIGHTi);
// 3. Switch to programmable pipeline (glUseProgram(prog))
// 4. Send boolean as uniform: var=glGetUniformLocation(prog,"lightSwitch[i]");
// 5. glUniform1i(var,lightSwitch[i]);

// vtkLightsSwitches class can do that for you.


// Example in vertex shader:
// Reminder: two-sided/one-sided is controlled by GL_VERTEX_PROGRAM_TWO_SIDE
//
// vec4 eyeCoords=gl_ModelViewMatrix*gl_Vertex;
// vec4 n=gl_Normalmatrix*gl_Normal;
// n=normalize(n);
// 
separateSpecularColor(gl_FrontMaterial,eyeCoords,n,gl_FrontColor,gl_FrontSecondaryColor);
 // If two-sided.
// 
separateSpecularColor(gl_BackMaterial,eyeCoords,n,gl_BackColor,gl_BackSecondaryColor);

 // Typical:
// gl_FrontColor=singleColor(gl_FrontMaterial,eyeCoords,n);

// This is convenience method to use in shader but you better do
// this computation on the CPU and send the result as a uniform.

// True if any enabled light is a positional one.
bool needSurfacePositionInEyeCoordinates()
{
  bool result=false;
  for (int i=0; !result && (i < gl_MaxLights); i++)
    {
    result = (gl_LightSource[i].diffuse.w != 0.0) && 
      (gl_LightSource[i].position.w != 0.0);
    }

  return result;
}

// Lighting computation based on a material m,
// a position on the surface expressed in eye coordinate (typically a vertex
//  position in a vertex shader, something interpolated in a fragment shader),
// a unit normal `n' to the surface in eye coordinates.
// Most of the components are in cpri (primary color), the specular
// component is in csec (secondary color).
// Useful for blending color and textures.
void separateSpecularColor(gl_MaterialParameters m,
                           vec3 surfacePosEyeCoords,
                           vec3 n,
                           out vec4 cpri,
                           out vec4 csec)
{
  cpri = m.emission + m.ambient * gl_LightModel.ambient; // ecm+acm*acs
  csec = vec4(0.0,0.0,0.0,1.0);
  vec3 wReverseRayDir = surfacePosEyeCoords;

  // For each light,
  for (int i=0; i < gl_MaxLights; i++)
    {
    // Trick.
    bool lightEnabled = (gl_LightSource[i].diffuse.w != 0.0);
    if (!lightEnabled)
      {
      continue;
      }
    
    vec3 ldir;
    vec3 h;
    float att;
    float spot;
    float shininessFactor;

    if (gl_LightSource[i].position.w != 0.0)
      {
      // ldir=light direction
      vec3 lightPos=gl_LightSource[i].position.xyz/
        gl_LightSource[i].position.w;
      ldir = lightPos - surfacePosEyeCoords;
      float sqrDistance = dot(ldir,ldir);
      ldir = normalize(ldir);
      h = normalize(ldir + wReverseRayDir);
      att = 1.0 / (gl_LightSource[i].constantAttenuation + 
gl_LightSource[i].linearAttenuation * 
        sqrt(sqrDistance) + gl_LightSource[i].quadraticAttenuation * 
sqrDistance);
      }
    else
      {
      att = 1.0;
      ldir = gl_LightSource[i].position.xyz;
      ldir = normalize(ldir);
      h = normalize(ldir + wReverseRayDir);
      }

    if (att>0.0)
      {
      if (gl_LightSource[i].spotCutoff == 180.0)
        {
        spot = 1.0;
        }
      else
        {
        float coef=-dot(ldir,gl_LightSource[i].spotDirection);
        if (coef>=gl_LightSource[i].spotCosCutoff)
          {
          spot=pow(coef,gl_LightSource[i].spotExponent);
          }
        else
          {
          spot=0.0;
          }
        }
      if (spot>0.0)
        {
        // LIT operation...
        float nDotL=dot(n,ldir);
        float nDotH=dot(n,h);

        // separate nDotL and nDotH for two-sided shading, otherwise we
        // get black spots.

        if (nDotL<0.0) // two-sided shading
          {
          nDotL=-nDotL;
          }

        if (nDotH<0.0) // two-sided shading
          {
          nDotH=-nDotH;
          }
        // ambient term for this light
        vec4 cpril=m.ambient*gl_LightSource[i].ambient;// acm*adi

        // diffuse term for this light
        if (nDotL>0.0)
          {
          cpril+=m.diffuse*gl_LightSource[i].diffuse*nDotL; // dcm*dcli
          }

        // specular term for this light
        shininessFactor=pow(nDotH,m.shininess); // srm

        cpri+=att*spot*cpril;

        // scm*scli
        csec+=att*spot*
          m.specular*gl_LightSource[i].specular*shininessFactor;

        }
      }
    }
}


// Lighting computation based on a material m,
// a position on the surface expressed in eye coordinate (typically a vertex
//  position in a vertex shader, something interpolated in a fragment shader),
// a unit normal to the surface in eye coordinates.
// The result includes the specular component.
vec4 singleColor(gl_MaterialParameters m,
                 vec3 surfacePosEyeCoords,
                 vec3 n)
{
 vec4 cpri;
 vec4 csec;
 separateSpecularColor(m,surfacePosEyeCoords,n,cpri,csec);
 return cpri+csec;
}




ERROR: In 
/home/kitware/Dashboard/MyTests/ParaView-3-8/ParaView-3.8/ParaView/VTK/Rendering/vtkShaderProgram2.cxx,
 line 500
vtkShaderProgram2 (0x19b0870): shader #3/4 (vertex shader) log is:

. Its source code is:
//=========================================================================
//
//  Program:   Visualization Toolkit
//  Module:    vtkColorMaterialHelper_vs.glsl
//
//  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
//  All rights reserved.
//  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
//
//     This software is distributed WITHOUT ANY WARRANTY; without even
//     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
//     PURPOSE.  See the above copyright notice for more information.
//
//=========================================================================
// Id: Id

#version 110

#define GL_AMBIENT 1
#define GL_DIFFUSE 2
#define GL_SPECULAR 3
#define GL_AMBIENT_AND_DIFFUSE 4
#define GL_EMISSION 5

uniform int vtkColorMaterialHelper_Mode;

gl_MaterialParameters getMaterialParameters()
{
  if (vtkColorMaterialHelper_Mode == 0)
    {
    return gl_FrontMaterial;
    }

  gl_MaterialParameters materialParams = gl_FrontMaterial;
  if (vtkColorMaterialHelper_Mode == GL_AMBIENT)
    {
    materialParams.ambient = gl_Color;
    }
  else if (vtkColorMaterialHelper_Mode == GL_DIFFUSE)
    {
    materialParams.diffuse = gl_Color;
    }
  else if (vtkColorMaterialHelper_Mode == GL_SPECULAR)
    {
    materialParams.specular = gl_Color;
    }
  else if (vtkColorMaterialHelper_Mode == GL_AMBIENT_AND_DIFFUSE)
    {
    materialParams.ambient = gl_Color;
    materialParams.diffuse = gl_Color;
    }
  else if (vtkColorMaterialHelper_Mode == GL_EMISSION)
    {
    materialParams.emission = gl_Color;
    }
  return materialParams;
}




ERROR: In 
/home/kitware/Dashboard/MyTests/ParaView-3-8/ParaView-3.8/ParaView/VTK/Rendering/vtkSurfaceLICPainter.cxx,
 line 610
vtkSurfaceLICPainter (0x22239d0): Pass One failed.


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