2017-11-12T18:55:12 Operating System: Windows 7 Product Name: Windows 7 SP 1 (6.1) Compiled using MSVC++ 14.0 (Visual Studio 2015) Qt runtime version: 5.9.2 Qt compilation version: 5.9.2 Addressing mode: 64-bit Total physical memory: 3998 MB Available physical memory: 2207 MB Physical memory in use: 44% Processor speed: 1197 MHz Processor name: Genuine Intel(R) CPU U2300 @ 1.20GHz Processor speed: 1197 MHz Processor name: Genuine Intel(R) CPU U2300 @ 1.20GHz C:\Program Files\Stellarium\stellarium.exe --angle-d3d9 -------------------------------------------------------------------- [ This is Stellarium 0.90.0.9954 [trunk] - http://www.stellarium.org ] [ Copyright (C) 2000-2017 Fabien Chereau et al. ] -------------------------------------------------------------------- Writing log file to: "C:\\Users\\Russ\\AppData\\Roaming\\Stellarium\\log.txt" File search paths: 0 . "C:\\Users\\Russ\\AppData\\Roaming\\Stellarium" 1 . "." Config file is: "C:\\Users\\Russ\\AppData\\Roaming\\Stellarium\\config.ini" Default surface format: QSurfaceFormat(version 2.0, options QFlags(), depthBufferSize -1, redBufferSize -1, greenBufferSize -1, blueBufferSize -1, alphaBufferSize -1, stencilBufferSize -1, samples -1, swapBehavior QSurfaceFormat::SwapBehavior(DefaultSwapBehavior), swapInterval 1, profile QSurfaceFormat::OpenGLContextProfile(NoProfile)) Desired surface format: QSurfaceFormat(version 2.1, options QFlags(), depthBufferSize 24, redBufferSize 8, greenBufferSize 8, blueBufferSize 8, alphaBufferSize 8, stencilBufferSize 8, samples -1, swapBehavior QSurfaceFormat::SwapBehavior(DefaultSwapBehavior), swapInterval 1, profile QSurfaceFormat::OpenGLContextProfile(NoProfile)) StelGLWidget constructor StelGraphicsScene constructor initializeGL OpenGL supported version: "OpenGL ES 2.0 (ANGLE 2.1.0.8613f4946861)" Current Format: QSurfaceFormat(version 2.0, options QFlags(), depthBufferSize 24, redBufferSize 8, greenBufferSize 8, blueBufferSize 8, alphaBufferSize 8, stencilBufferSize 8, samples 0, swapBehavior QSurfaceFormat::SwapBehavior(DefaultSwapBehavior), swapInterval 1, profile QSurfaceFormat::OpenGLContextProfile(NoProfile)) StelMainView::init Detected: OpenGL ES "2.0" Driver version string: "OpenGL ES 2.0 (ANGLE 2.1.0.8613f4946861)" GL vendor is "Google Inc." GL renderer is "ANGLE (Mobile Intel(R) 4 Series Express Chipset Family Direct3D9Ex vs_3_0 ps_3_0)" GL Shading Language version is "OpenGL ES GLSL ES 1.00 (ANGLE 2.1.0.8613f4946861)" VS Version Number detected: 3 PS Version Number detected: 3 vs/ps version is fine, we should not see a graphics problem. GLSL ES Version Number detected: 1 GLSL ES version is fine, we should not see a graphics problem. Cache directory is: "C:\\Users\\Russ\\AppData\\Local\\stellarium\\stellarium\\cache" Sky language is "en_CA" Planetary features language is "en_CA" Application language is "en_CA" Loading Solar System data (1: planets and moons) ... Loading from : "./data/ssystem_major.ini" Loaded 77 Solar System bodies Loading Solar System data (2: minor bodies)... Loading from : "C:\\Users\\Russ\\AppData\\Roaming\\Stellarium/data/ssystem_minor.ini" Loaded 97 Solar System bodies File ssystem_minor.ini is loaded successfully... Loading nomenclature for Solar system bodies ... Loaded 15340 / 15446 items of planetary surface nomenclature Loading star data ... "Loading .\\stars\\default\\stars_0_0v0_7.cat: 0_0v0_7; 4979" "Loading .\\stars\\default\\stars_1_0v0_7.cat: 1_0v0_7; 21806" "Loading .\\stars\\default\\stars_2_0v0_7.cat: 2_0v0_7; 150850" "Loading .\\stars\\default\\stars_3_1v0_4.cat: 3_1v0_4; 425807" "Loading C:\\Users\\Russ\\AppData\\Roaming\\Stellarium\\stars\\default\\stars_4_1v0_2.cat: 4_1v0_4; 1692779" "Loading C:\\Users\\Russ\\AppData\\Roaming\\Stellarium\\stars\\default\\stars_5_2v0_1.cat: 5_2v0_1; 7083058" "Loading C:\\Users\\Russ\\AppData\\Roaming\\Stellarium\\stars\\default\\stars_6_2v0_1.cat: 6_2v0_1; 24670782" "Loading C:\\Users\\Russ\\AppData\\Roaming\\Stellarium\\stars\\default\\stars_7_2v0_1.cat: 7_2v0_1; 50733321" "Loading C:\\Users\\Russ\\AppData\\Roaming\\Stellarium\\stars\\default\\stars_8_2v0_1.cat: 8_2v0_1; 92304337" Finished loading star catalogue data, max_geodesic_level: 8 Loading scientific star names from ".\\stars\\default\\name.fab" Loaded 4506 / 4506 scientific star names Loading variable stars from ".\\stars\\default\\gcvs_hip_part.dat" Loaded 6916 / 6916 variable stars Loading double stars from ".\\stars\\default\\wds_hip_part.dat" Loaded 16412 / 16412 double stars Loading cross-identification data from ".\\stars\\default\\cross-id.dat" Loaded 108338 / 108338 cross-identification data records for stars navigation/preset_sky_time is a double - treating as jday: "2451514.25001" Loading DSO data ... [...] "Stellarium DSO Catalog, version 3.2 (standard edition)" Loaded 90417 DSO records Loading DSO outline data ... Loaded 63 DSO outline records successfully LandscapeMgr: initialized Cache for 100 MB. Loading star names from ".\\skycultures\\western\\star_names.fab" Loaded 787 / 787 common star names Loading DSO name data ... Loaded 758 / 772 DSO name records successfully WARNING - No position data for 14 objects: "PGC 621, PGC 2345, PGC 2906, PGC 2907, PGC 14098, PGC 23521, PGC 28759, PGC 29167, PGC 34658, PGC 42102, PGC 59117, PGC 73957, PGC 100170, PGC 119230" Loaded 88 / 88 constellation records successfully for culture "western" Loaded 85 / 85 constellation art records successfully for culture "western" Loaded 88 / 88 constellation names Loading constellation boundary data ... Loaded 782 constellation boundary segments Loaded 54 / 54 asterism records successfully for culture "western" Loaded 44 / 44 asterism names stel.OpenGLArray: Vertex Array Objects are supported Initializing basic GL shaders... Creating GUI ... QWindowsWindow::setGeometry: Unable to set geometry 1024x768+363+144 on QWidgetWindow/'MainviewWindow'. Resulting geometry: 1024x750+363+144 (frame: 8, 30, 8, 8, custom margin: 0, 0, 0, 0, minimum size: 0x0, maximum size: 16777215x16777215). Loaded plugin "Exoplanets" [Exoplanets] Version of the format of the catalog: 1 [Exoplanets] loading catalog file: "C:\\Users\\Russ\\AppData\\Roaming\\Stellarium\\modules\\Exoplanets\\exoplanets.json" Loaded plugin "FOV" Loaded plugin "MeteorShowers" MeteorShowersMgr: Loading catalog file: "C:\\Users\\Russ\\AppData\\Roaming\\Stellarium\\modules\\MeteorShowers\\showers.json" Loaded plugin "Novae" [Novae] version of the catalog: 1 [Novae] loading catalog file: "C:\\Users\\Russ\\AppData\\Roaming\\Stellarium\\modules\\Novae\\novae.json" Loaded plugin "Observability" Loaded plugin "Oculars" Ocular plugin - press Command-O to toggle eyepiece view mode. Press ALT-o for configuration. Oculars::validateIniFile ocular.ini exists at: "C:\\Users\\Russ\\AppData\\Roaming\\Stellarium\\modules\\Oculars\\ocular.ini" . Checking version... Oculars::validateIniFile found existing ini file version 3.1 Loaded plugin "Satellites" [Satellites] loading catalog file: "C:\\Users\\Russ\\AppData\\Roaming\\Stellarium\\modules\\Satellites\\satellites.json" Satellite has invalid orbit: "CZ-4B DEB" "33411" Loaded plugin "SolarSystemEditor" Using the ssystem_minor.ini file that already exists in the user directory... Loaded plugin "TelescopeControl" [TelescopeControl] Only embedded telescope servers are available. [TelescopeControl] Adding device model: "Meade AutoStar compatible" "Any telescope or telescope mount compatible with Meade's AutoStar controller." "TelescopeServerLx200" 500000 [TelescopeControl] Adding device model: "Meade LX200 (compatible)" "Any telescope or telescope mount compatible with Meade LX200." "TelescopeServerLx200" 500000 [TelescopeControl] Adding device model: "Meade ETX70 (#494 Autostar, #506 CCS)" "Meade's ETX70 with the #494 Autostar controller and the #506 Connector Cable Set." "TelescopeServerLx200" 1500000 [TelescopeControl] Adding device model: "Losmandy G-11" "Losmandy's G-11 telescope mount." "TelescopeServerLx200" 500000 [TelescopeControl] Adding device model: "Wildcard Innovations Argo Navis (Meade mode)" "Wildcard Innovations' Argo Navis DTC in Meade LX200 emulation mode." "TelescopeServerLx200" 500000 [TelescopeControl] Adding device model: "Celestron NexStar (compatible)" "Any telescope or telescope mount compatible with Celestron NexStar." "TelescopeServerNexStar" 500000 [TelescopeControl] Adding device model: "Sky-Watcher SynScan (version 3 or later)" "Any Sky-Watcher mount that uses version 3 or later of the SynScan hand controller." "TelescopeServerNexStar" 500000 [TelescopeControl] Adding device model: "Sky-Watcher SynScan AZ GOTO" "The Sky-Watcher SynScan AZ GOTO mount used in a number of telescope models." "TelescopeServerNexStar" 500000 [TelescopeControl] Loaded successfully 1 telescopes. Dubious result: Landscape "Guereins" not calibrated. Opacity test represents mathematical horizon only. Initializing planets GL shaders... "StelPainter: Warnings while linking planetShaderProgram shader program:\nC:\\fakepath(62,17-36): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them\n\n" "StelPainter: Warnings while linking ringPlanetShaderProgram shader program:\nC:\\fakepath(76,17-36): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them\n\n" "StelPainter: Warnings while linking moonShaderProgram shader program:\nC:\\fakepath(90,17-36): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them\n\n" "StelPainter: Warnings while linking objShaderProgram shader program:\nC:\\fakepath(79,17-36): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them\n\n" QOpenGLShader::compile(Fragment): ERROR: 0:121: '[]' : Index expression must be constant *** Problematic Fragment shader source code *** #line 1 #define IS_OBJ #define SHADOWMAP #define SM_SIZE 1024 /* * Stellarium * Copyright (C) 2002-2016 Fabien Chereau and Stellarium contributors * * This program 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. * * This program 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 this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Suite 500, Boston, MA 02110-1335, USA. */ /* This is the fragment shader for solar system object rendering */ varying mediump vec2 texc; //texture coord varying highp vec3 P; //original vertex pos in model space uniform sampler2D tex; uniform mediump vec3 ambientLight; uniform mediump vec3 diffuseLight; uniform highp vec4 sunInfo; uniform mediump float skyBrightness; uniform int shadowCount; uniform highp mat4 shadowData; //x = scaling, y = exponential falloff uniform mediump vec2 outgasParameters; //eye direction in model space, pre-normalized uniform highp vec3 eyeDirection; #ifdef RINGS_SUPPORT uniform bool ring; uniform highp float outerRadius; uniform highp float innerRadius; uniform sampler2D ringS; uniform bool isRing; #endif #ifdef SHADOWMAP uniform highp sampler2D shadowTex; varying highp vec4 shadowCoord; #endif #if defined(IS_OBJ) || defined(IS_MOON) #define OREN_NAYAR 1 //light direction in model space, pre-normalized uniform highp vec3 lightDirection; //x = A, y = B, z = scaling factor (rho/pi * E0) uniform mediump vec3 orenNayarParameters; #endif #ifdef IS_MOON uniform sampler2D earthShadow; uniform sampler2D normalMap; varying highp vec3 normalX; varying highp vec3 normalY; varying highp vec3 normalZ; #else varying mediump float lambertIllum; varying mediump vec3 normalVS; //pre-calculated normals or spherical normals in model space #endif #ifdef SHADOWMAP uniform highp vec2 poissonDisk[64]; lowp float offset_lookup(in highp sampler2D sTex, in highp vec4 loc, in highp vec2 offset, in highp float zbias) { //the macro SM_SIZE is set to the shadowmap size const mediump vec2 texmapscale=vec2(1.0/float(SM_SIZE)); //"simulates" textureProjOffset for use in GLSL < 130 highp vec4 coords = vec4(loc.xy + (offset * texmapscale * loc.w), loc.z, loc.w); //for some reason, when not adding a LOD bias, the result is wrong in my VM (Ubuntu 16.04) //even if the texture has NO mipmaps and the lookup filter is GL_NEAREST??? //I'm 99% certain this is some bug in the GL driver, //because adding ANY bias here makes it work correctly //It should have no effect on platforms which don't have this bug highp float texVal = texture2DProj(sTex, coords, -1000.0).r; //perform shadow comparison return texVal > (loc.z-zbias)/loc.w ? 1.0 : 0.0; } //basic pseudo-random number generator mediump float random(in mediump vec4 seed4) { highp float dot_product = dot(seed4, vec4(12.9898,78.233,45.164,94.673)); return fract(sin(dot_product) * 43758.5453); } lowp float sampleShadowMap(in highp sampler2D sTex, in highp vec4 coord, in highp float zbias) { //uncomment for a single sample //return offset_lookup(sTex,coord, vec2(0.0),zbias); // for some reason > 5 samples do not seem to work on my Ubuntu VM // (no matter if ES2 or GL 2.1) // everything gets shadowed, but no errors?! // so to be sure we just fix the sample count at 4 for now, // even though 16 would look quite a lot better #define SAMPLE_COUNT 4 mediump float sum = 0.0; for(int i=0;i 0.0) { highp vec3 sunPosition = sunInfo.xyz; #ifdef RINGS_SUPPORT if(ring && !isRing) { highp vec3 ray = normalize(sunPosition); highp float u = - P.z / ray.z; if(u > 0.0 && u < 1e10) { mediump float ring_radius = length(P + u * ray); if(ring_radius > innerRadius && ring_radius < outerRadius) { ring_radius = (ring_radius - innerRadius) / (outerRadius - innerRadius); lowp float ringAlpha = texture2D(ringS, vec2(ring_radius, 0.5)).w; final_illumination = 1.0 - ringAlpha; } } } #endif highp float sunRadius = sunInfo.w; highp float L = length(sunPosition - P); highp float R = asin(sunRadius / L); for (int i = 0; i < 4; ++i) { if (shadowCount>i) { highp vec3 satellitePosition = shadowData[i].xyz; highp float satelliteRadius = shadowData[i].w; highp float l = length(satellitePosition - P); highp float r = asin(satelliteRadius / l); highp float d = acos(min(1.0, dot(normalize(sunPosition - P), normalize(satellitePosition - P)))); mediump float illumination = 1.0; if(d >= R + r) { // distance too far illumination = 1.0; } else if(r >= R + d) { // umbra #ifdef IS_MOON illumination = d / (r - R) * 0.6; #else illumination = 0.0; #endif } else if(d + r <= R) { // penumbra completely inside illumination = 1.0 - r * r / (R * R); } else { // penumbra partially inside #ifdef IS_MOON illumination = ((d - abs(R-r)) / (R + r - abs(R-r))) * 0.4 + 0.6; #else mediump float x = (R * R + d * d - r * r) / (2.0 * d); mediump float alpha = acos(x / R); mediump float beta = acos((d - x) / r); mediump float AR = R * R * (alpha - 0.5 * sin(2.0 * alpha)); mediump float Ar = r * r * (beta - 0.5 * sin(2.0 * beta)); mediump float AS = R * R * 2.0 * 1.57079633; illumination = 1.0 - (AR + Ar) / AS; #endif } final_illumination = min(illumination, final_illumination); } } } #ifdef IS_MOON mediump vec3 normal = texture2D(normalMap, texc).rgb-vec3(0.5, 0.5, 0); normal = normalize(normalX*normal.x+normalY*normal.y+normalZ*normal.z); // normal now contains the real surface normal taking normal map into account #else // important to normalize here again mediump vec3 normal = normalize(normalVS); #endif #ifdef OREN_NAYAR // Use an Oren-Nayar model for rough surfaces // Ref: http://content.gpwiki.org/index.php/D3DBook:(Lighting)_Oren-Nayar lum = orenNayar(normal, lightDirection, eyeDirection, orenNayarParameters.x, orenNayarParameters.y, orenNayarParameters.z); #endif //calculate pseudo-outgassing/rim-lighting effect lowp float outgas = 0.0; if(outgasParameters.x > 0.0) { outgas = outgasParameters.x * outgasFactor(normal, eyeDirection, outgasParameters.y); } //Reduce lum if sky is bright, to avoid burnt-out look in daylight sky. lum *= (1.0-0.4*skyBrightness); #ifdef SHADOWMAP //use shadowmapping //z-bias is modified using the angle between the surface and the light //gives less shadow acne highp float NdotL = clamp(dot(normal, lightDirection), 0.0, 1.0); highp float zbias = 0.01 * tan(acos(NdotL)); zbias = clamp(zbias, 0.0, 0.03); lowp float shadow = sampleShadowMap(shadowTex, shadowCoord, zbias); lum*=shadow; #endif //final lighting color mediump vec4 litColor = vec4(lum * final_illumination * diffuseLight + ambientLight, 1.0); //apply texture-colored rimlight //litColor.xyz = clamp( litColor.xyz + vec3(outgas), 0.0, 1.0); lowp vec4 texColor = texture2D(tex, texc); mediump vec4 finalColor = texColor; #ifdef IS_MOON if(final_illumination < 0.99) { lowp vec4 shadowColor = texture2D(earthShadow, vec2(final_illumination, 0.5)); finalColor = mix(finalColor * litColor, shadowColor, shadowColor.a); } else #endif { finalColor *= litColor; } //apply white rimlight finalColor.xyz = clamp( finalColor.xyz + vec3(outgas), 0.0, 1.0); gl_FragColor = finalColor; //to debug texture issues, uncomment and reload shader //gl_FragColor = texColor; } *** Planet: Warnings/Errors while compiling "objShadowShaderProgram" fragment shader: "ERROR: 0:121: '[]' : Index expression must be constant\n" "objShadowShaderProgram" fragment shader could not be compiled Can't use planet drawing, shaders invalid! Unloaded plugin "TelescopeControl" Unloaded plugin "SolarSystemEditor" Unloaded plugin "Satellites" Unloaded plugin "Oculars" Unloaded plugin "Observability" Unloaded plugin "Novae" Unloaded plugin "MeteorShowers" Unloaded plugin "FOV" Unloaded plugin "Exoplanets" Downloaded 0 files (0 kbytes) in a session of 150.63 sec (average of 0 kB/s + 0 files from cache (0 kB)). LandscapeMgr: Clearing cache of 0 landscapes totalling about 0 MB.