Shader errors on different computer

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-1 comments, last by EvilTesla-RG 12 years, 9 months ago
I've recently written a simple program that uses OpenGL shaders, which works fine on my computer. (Windows 7, HTI Mobility Radeon HD 5800)

However, when I try it out on a differnt computer (Windows 7, Nvidia GeForce 220), the shader gives an error that I am haveing trouble understanding.

(apologies, for some reason, "insert code snipet" seems to work for me as well as this shader does, (that is, not at all))

Error:

Vertex info
-----------
Internal error: assembly compile error for vertex shader at offset 0:
-- error message --
line 1, column 1: error: program type not supported on this hardware
-- internal assembly text --
!!NVvp4.1
# cgc version 2.1.0000, build date Jul 8 2009
# command line args:
#vendor NVIDIA Corporation
#version 2.1.0.0
#profile gp4_1vp
#program main
#semantic gl_ModelViewProjectionMatrixTranspose : state.matrix.mvp
#var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1
#var float4 gl_TexCoord[0] : : : -1 : 0
#var float4 gl_TexCoord[1] : : : -1 : 0
#var float4 gl_TexCoord[2] : : : -1 : 0
#var float4 gl_TexCoord[3] : : : -1 : 0
#var float4 gl_TexCoord[4] : : : -1 : 0
#var float4 gl_TexCoord[5] : : : -1 : 0
#var float4 gl_TexCoord[6] : : : -1 : 0
#var float4 gl_TexCoord[7] : : : -1 : 0
#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 0
#var float4x4 gl_ModelViewProjectionMatrixTranspose : state.matrix.mvp : c[0], 4 : -1 : 1
#var float4 gl_Ve
Vertex info
-----------
Internal error: assembly compile error for vertex shader at offset 0:
-- error message --
line 1, column 1: error: program type not supported on this hardware
-- internal assembly text --
!!NVvp4.1
# cgc version 2.1.0000, build date Jul 8 2009
# command line args:
#vendor NVIDIA Corporation
#version 2.1.0.0
#profile gp4_1vp
#program main
#semantic gl_NormalMatrix : state.matrix.modelview.inverse
#semantic gl_ModelViewMatrix : state.matrix.modelview.transpose
#semantic gl_LightSource : state.light
#semantic gl_ModelViewProjectionMatrixTranspose : state.matrix.mvp
#var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1
#var float4 gl_TexCoord[0] : : : -1 : 0
#var float4 gl_TexCoord[1] : : : -1 : 0
#var float4 gl_TexCoord[2] : : : -1 : 0
#var float4 gl_TexCoord[3] : : : -1 : 0
#var float4 gl_TexCoord[4] : : : -1 : 0
#var float4 gl_TexCoord[5] : : : -1 : 0
#var float4 gl_TexCoord[6] : : : -1 : 0
#var float4 gl_TexCoord[7] : : : -1 : 0
#var floa
Vertex info
-----------
Internal error: assembly compile error for vertex shader at offset 0:
-- error message --
line 1, column 1: error: program type not supported on this hardware
-- internal assembly text --
!!NVvp4.1
# cgc version 2.1.0000, build date Jul 8 2009
# command line args:
#vendor NVIDIA Corporation
#version 2.1.0.0
#profile gp4_1vp
#program main
#semantic gl_ModelViewMatrix : state.matrix.modelview.transpose
#semantic height
#semantic width
#var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1
#var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1
#var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[0], 4 : -1 : 1
#var float4 gl_TexCoord[0] : : : -1 : 0
#var float4 gl_TexCoord[1] : : : -1 : 0
#var float4 gl_TexCoord[2] : : : -1 : 0
#var float4 gl_TexCoord[3] : : : -1 : 0
#var float4 gl_TexCoord[4] : : : -1 : 0
#var float4 gl_TexCoord[5] : : : -1 : 0
#var float4 gl_TexCoord[6] : : : -1 : 0
#var float4 gl_TexCoord[7] : : : -1 : 0




Here is the vertex shader I think it is erroring on. I use a couple shaders, But I am fairly sure this is the one.

Also, I know it is not good practice to compute the matrix inside the shader. I need to refractor my code for OpenGL 4.1 anyway:

vertex Shader:

uniform float height;
uniform float width;

void main(void)
{
vec4 rowA=vec4(2.0/width, 0.0, 0.0, 0.0);
vec4 rowB=vec4(0.0, -2.0/height,0.0, 0.0);
vec4 rowC=vec4(0.0, 0.0, -1.0, 0.0);
vec4 rowD=vec4(-1.0, 1.0, 0.0, 1.0);
mat4 Ortho= mat4(rowA, rowB, rowC, rowD);

gl_Position=Ortho*gl_ModelViewMatrix*gl_Vertex;
gl_TexCoord[0]=gl_MultiTexCoord0;
}

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