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LinuxDonald

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Game update: AppID 238370 "Magicka 2", ProcID 11974, IP 0.0.0.0:0
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
libGL: pci id for fd 17: 1002:67b0, driver radeonsi
libGL: OpenDriver: trying /usr/lib/xorg/modules/dri/tls/radeonsi_dri.so
libGL: OpenDriver: trying /usr/lib/xorg/modules/dri/radeonsi_dri.so
libGL: Using DRI3 for screen 0
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
libGL: pci id for fd 13: 1002:67b0, driver radeonsi
libGL: OpenDriver: trying /usr/lib/xorg/modules/dri/tls/radeonsi_dri.so
libGL: OpenDriver: trying /usr/lib/xorg/modules/dri/radeonsi_dri.so
libGL: Using DRI3 for screen 0
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
sh: xscreensaver-command: Kommando nicht gefunden.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
sh: gnome-screensaver-command: Kommando nicht gefunden.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
sh: mate-screensaver-command: Kommando nicht gefunden.
Setting breakpad minidump AppID = 238370
Steam_SetMinidumpSteamID: Caching Steam ID: 76561197989585223 [API loaded no]
assert_20151227012340_21.dmp[11973]: Finished uploading minidump (out-of-process): success = yes
assert_20151227012340_21.dmp[11973]: response: CrashID=bp-1832c16c-9220-4dc9-a7b8-e61db2151226
assert_20151227012340_21.dmp[11973]: file ''/tmp/dumps/assert_20151227012340_21.dmp'', upload yes: ''CrashID=bp-1832c16c-9220-4dc9-a7b8-e61db2151226''
[GLShaderCompiler] Could not compile shader 2895:
0:37(12): preprocessor warning: Macro names containing "__" are reserved for use by the implementation.

0:387(13): preprocessor warning: Macro names containing "__" are reserved for use by the implementation.

0:415(13): preprocessor warning: Macro names containing "__" are reserved for use by the implementation.

0:476(16): preprocessor warning: Macro names containing "__" are reserved for use by the implementation.

0:477(16): preprocessor warning: Macro names containing "__" are reserved for use by the implementation.

0:478(16): preprocessor warning: Macro names containing "__" are reserved for use by the implementation.

0:479(16): preprocessor warning: Macro names containing "__" are reserved for use by the implementation.

0:480(16): preprocessor warning: Macro names containing "__" are reserved for use by the implementation.

0:481(16): preprocessor warning: Macro names containing "__" are reserved for use by the implementation.

0:1003(43): error: syntax error, unexpected ')', expecting ',' or ';'


[GLShaderCompiler] Source: -----------------------
#version 120
#if !defined(GL2)
#define GL2
#endif
#if !defined(MESA)
#define MESA
#endif
#define _FRAGMENT_

#ifdef OES2
#define PRECISION precision

#define LOWP lowp
#define MEDIUMP mediump
#define HIGHP highp
uniform HIGHP float time;
#else
#define PRECISION
#define LOWP
#define MEDIUMP
#define HIGHP
#endif

#define FXAA_PC 1
#if defined(D3D11)
#define FXAA_HLSL_4 1
#elif defined(GL2)
#if !defined(MESA)
#extension GL_EXT_gpu_shader4 : enable
#extension GL_ARB_gpu_shader5 : enable
#endif
#define FXAA_GLSL_120 1
#elif defined(GNM)
#define FXAA_HLSL_5 1
#define SampleLevel SampleLOD
#endif
#define FXAA_QUALITY__PRESET 12
#define FXAA_GREEN_AS_LUMA 1

#if defined(BS_FXAA_QUALITY_HIGH)
# define FXAA_QUALITY__PRESET 39
#elif defined(BS_FXAA_QUALITY_MEDIUM)
# define FXAA_QUALITY__PRESET 25
#elif defined(BS_FXAA_QUALITY_LOW)
# define FXAA_QUALITY__PRESET 12
#endif

/*============================================================================


NVIDIA FXAA 3.11 by TIMOTHY LOTTES


------------------------------------------------------------------------------
COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
------------------------------------------------------------------------------
TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR
CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE
THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
DAMAGES.

------------------------------------------------------------------------------
INTEGRATION CHECKLIST
------------------------------------------------------------------------------
(1.)
In the shader source, setup defines for the desired configuration.
When providing multiple shaders (for different presets),
simply setup the defines differently in multiple files.
Example,

#define FXAA_PC 1
#define FXAA_HLSL_5 1
#define FXAA_QUALITY__PRESET 12

Or,

#define FXAA_360 1

Or,

#define FXAA_PS3 1

Etc.

(2.)
Then include this file,

#include "Fxaa3_11.h"

(3.)
Then call the FXAA pixel shader from within your desired shader.
Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
As for FXAA 3.11 all inputs for all shaders are the same
to enable easy porting between platforms.

return FxaaPixelShader(...);

(4.)
Insure pass prior to FXAA outputs RGBL (see next section).
Or use,

#define FXAA_GREEN_AS_LUMA 1

(5.)
Setup engine to provide the following constants
which are used in the FxaaPixelShader() inputs,

FxaaFloat2 fxaaQualityRcpFrame,
FxaaFloat4 fxaaConsoleRcpFrameOpt,
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
FxaaFloat4 fxaaConsole360RcpFrameOpt2,
FxaaFloat fxaaQualitySubpix,
FxaaFloat fxaaQualityEdgeThreshold,
FxaaFloat fxaaQualityEdgeThresholdMin,
FxaaFloat fxaaConsoleEdgeSharpness,
FxaaFloat fxaaConsoleEdgeThreshold,
FxaaFloat fxaaConsoleEdgeThresholdMin,
FxaaFloat4 fxaaConsole360ConstDir

Look at the FXAA Quality FxaaPixelShader() for docs on inputs.

(6.)
Have FXAA vertex shader run as a full screen triangle,
and output "pos" and "fxaaConsolePosPos"
such that inputs in the pixel shader provide,

// {xy} = center of pixel
FxaaFloat2 pos,

// {xy__} = upper left of pixel
// {__zw} = lower right of pixel
FxaaFloat4 fxaaConsolePosPos,

(7.)
Insure the texture sampler(s) used by FXAA are set to bilinear filtering.


------------------------------------------------------------------------------
INTEGRATION - RGBL AND COLORSPACE
------------------------------------------------------------------------------
FXAA3 requires RGBL as input unless the following is set,

#define FXAA_GREEN_AS_LUMA 1

In which case the engine uses green in place of luma,
and requires RGB input is in a non-linear colorspace.

RGB should be LDR (low dynamic range).
Specifically do FXAA after tonemapping.

RGB data as returned by a texture fetch can be non-linear,
or linear when FXAA_GREEN_AS_LUMA is not set.
Note an "sRGB format" texture counts as linear,
because the result of a texture fetch is linear data.
Regular "RGBA8" textures in the sRGB colorspace are non-linear.

If FXAA_GREEN_AS_LUMA is not set,
luma must be stored in the alpha channel prior to running FXAA.
This luma should be in a perceptual space (could be gamma 2.0).
Example pass before FXAA where output is gamma 2.0 encoded,

color.rgb = ToneMap(color.rgb); // linear color output
color.rgb = sqrt(color.rgb); // gamma 2.0 color output
return color;

To use FXAA,

color.rgb = ToneMap(color.rgb); // linear color output
color.rgb = sqrt(color.rgb); // gamma 2.0 color output
color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma
return color;

Another example where output is linear encoded,
say for instance writing to an sRGB formated render target,
where the render target does the conversion back to sRGB after blending,

color.rgb = ToneMap(color.rgb); // linear color output
return color;

To use FXAA,

color.rgb = ToneMap(color.rgb); // linear color output
color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma
return color;

Getting luma correct is required for the algorithm to work correctly.


------------------------------------------------------------------------------
BEING LINEARLY CORRECT?
------------------------------------------------------------------------------
Applying FXAA to a framebuffer with linear RGB color will look worse.
This is very counter intuitive, but happends to be true in this case.
The reason is because dithering artifacts will be more visiable
in a linear colorspace.


------------------------------------------------------------------------------
COMPLEX INTEGRATION
------------------------------------------------------------------------------
Q. What if the engine is blending into RGB before wanting to run FXAA?

A. In the last opaque pass prior to FXAA,
have the pass write out luma into alpha.
Then blend into RGB only.
FXAA should be able to run ok
assuming the blending pass did not any add aliasing.
This should be the common case for particles and common blending passes.

A. Or use FXAA_GREEN_AS_LUMA.

============================================================================*/

/*============================================================================

INTEGRATION KNOBS

============================================================================*/
//
// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE).
// FXAA_360_OPT is a prototype for the new optimized 360 version.
//
// 1 = Use API.
// 0 = Don't use API.
//
/*--------------------------------------------------------------------------*/
#ifndef FXAA_PS3
#define FXAA_PS3 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_360
#define FXAA_360 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_360_OPT
#define FXAA_360_OPT 0
#endif
/*==========================================================================*/
#ifndef FXAA_PC
//
// FXAA Quality
// The high quality PC algorithm.
//
#define FXAA_PC 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_PC_CONSOLE
//
// The console algorithm for PC is included
// for developers targeting really low spec machines.
// Likely better to just run FXAA_PC, and use a really low preset.
//
#define FXAA_PC_CONSOLE 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_GLSL_120
#define FXAA_GLSL_120 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_GLSL_130
#define FXAA_GLSL_130 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_HLSL_3
#define FXAA_HLSL_3 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_HLSL_4
#define FXAA_HLSL_4 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_HLSL_5
#define FXAA_HLSL_5 0
#endif
/*==========================================================================*/
#ifndef FXAA_GREEN_AS_LUMA
//
// For those using non-linear color,
// and either not able to get luma in alpha, or not wanting to,
// this enables FXAA to run using green as a proxy for luma.
// So with this enabled, no need to pack luma in alpha.
//
// This will turn off AA on anything which lacks some amount of green.
// Pure red and blue or combination of only R and B, will get no AA.
//
// Might want to lower the settings for both,
// fxaaConsoleEdgeThresholdMin
// fxaaQualityEdgeThresholdMin
// In order to insure AA does not get turned off on colors
// which contain a minor amount of green.
//
// 1 = On.
// 0 = Off.
//
#define FXAA_GREEN_AS_LUMA 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_EARLY_EXIT
//
// Controls algorithm's early exit path.
// On PS3 turning this ON adds 2 cycles to the shader.
// On 360 turning this OFF adds 10ths of a millisecond to the shader.
// Turning this off on console will result in a more blurry image.
// So this defaults to on.
//
// 1 = On.
// 0 = Off.
//
#define FXAA_EARLY_EXIT 1
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_DISCARD
//
// Only valid for PC OpenGL currently.
// Probably will not work when FXAA_GREEN_AS_LUMA = 1.
//
// 1 = Use discard on pixels which don't need AA.
// For APIs which enable concurrent TEX+ROP from same surface.
// 0 = Return unchanged color on pixels which don't need AA.
//
#define FXAA_DISCARD 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_FAST_PIXEL_OFFSET
//
// Used for GLSL 120 only.
//
// 1 = GL API supports fast pixel offsets
// 0 = do not use fast pixel offsets
//
#ifdef GL_EXT_gpu_shader4
#define FXAA_FAST_PIXEL_OFFSET 1
#endif
#ifdef GL_NV_gpu_shader5
#define FXAA_FAST_PIXEL_OFFSET 1
#endif
#ifdef GL_ARB_gpu_shader5
#define FXAA_FAST_PIXEL_OFFSET 1
#endif
#ifndef FXAA_FAST_PIXEL_OFFSET
#define FXAA_FAST_PIXEL_OFFSET 0
#endif
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_GATHER4_ALPHA
//
// 1 = API supports gather4 on alpha channel.
// 0 = API does not support gather4 on alpha channel.
//
#if (FXAA_HLSL_5 == 1)
#define FXAA_GATHER4_ALPHA 1
#endif
#ifdef GL_ARB_gpu_shader5
#define FXAA_GATHER4_ALPHA 1
#endif
#ifdef GL_NV_gpu_shader5
#define FXAA_GATHER4_ALPHA 1
#endif
#ifndef FXAA_GATHER4_ALPHA
#define FXAA_GATHER4_ALPHA 0
#endif
#endif

/*============================================================================
FXAA CONSOLE PS3 - TUNING KNOBS
============================================================================*/
#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS
//
// Consoles the sharpness of edges on PS3 only.
// Non-PS3 tuning is done with shader input.
//
// Due to the PS3 being ALU bound,
// there are only two safe values here: 4 and 8.
// These options use the shaders ability to a free *|/ by 2|4|8.
//
// 8.0 is sharper
// 4.0 is softer
// 2.0 is really soft (good for vector graphics inputs)
//
#if 1
#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0
#endif
#if 0
#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0
#endif
#if 0
#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0
#endif
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD
//
// Only effects PS3.
// Non-PS3 tuning is done with shader input.
//
// The minimum amount of local contrast required to apply algorithm.
// The console setting has a different mapping than the quality setting.
//
// This only applies when FXAA_EARLY_EXIT is 1.
//
// Due to the PS3 being ALU bound,
// there are only two safe values here: 0.25 and 0.125.
// These options use the shaders ability to a free *|/ by 2|4|8.
//
// 0.125 leaves less aliasing, but is softer
// 0.25 leaves more aliasing, and is sharper
//
#if 1
#define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125
#else
#define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25
#endif
#endif

/*============================================================================
FXAA QUALITY - TUNING KNOBS
------------------------------------------------------------------------------
NOTE the other tuning knobs are now in the shader function inputs!
============================================================================*/
#ifndef FXAA_QUALITY__PRESET
//
// Choose the quality preset.
// This needs to be compiled into the shader as it effects code.
// Best option to include multiple presets is to
// in each shader define the preset, then include this file.
//
// OPTIONS
// -----------------------------------------------------------------------
// 10 to 15 - default medium dither (10=fastest, 15=highest quality)
// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
// 39 - no dither, very expensive
//
// NOTES
// -----------------------------------------------------------------------
// 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
// 13 = about same speed as FXAA 3.9 and better than 12
// 23 = closest to FXAA 3.9 visually and performance wise
// _ = the lowest digit is directly related to performance
// _ = the highest digit is directly related to style
//
#define FXAA_QUALITY__PRESET 12
#endif


/*============================================================================

FXAA QUALITY - PRESETS

============================================================================*/

/*============================================================================
FXAA QUALITY - MEDIUM DITHER PRESETS
============================================================================*/
#if (FXAA_QUALITY__PRESET == 10)
#define FXAA_QUALITY__PS 3
#define FXAA_QUALITY__P0 1.5
#define FXAA_QUALITY__P1 3.0
#define FXAA_QUALITY__P2 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 11)
#define FXAA_QUALITY__PS 4
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 3.0
#define FXAA_QUALITY__P3 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 12)
#define FXAA_QUALITY__PS 5
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 4.0
#define FXAA_QUALITY__P4 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 13)
#define FXAA_QUALITY__PS 6
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 2.0
#define FXAA_QUALITY__P4 4.0
#define FXAA_QUALITY__P5 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 14)
#define FXAA_QUALITY__PS 7
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 2.0
#define FXAA_QUALITY__P4 2.0
#define FXAA_QUALITY__P5 4.0
#define FXAA_QUALITY__P6 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 15)
#define FXAA_QUALITY__PS 8
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 2.0
#define FXAA_QUALITY__P4 2.0
#define FXAA_QUALITY__P5 2.0
#define FXAA_QUALITY__P6 4.0
#define FXAA_QUALITY__P7 12.0
#endif

/*============================================================================
FXAA QUALITY - LOW DITHER PRESETS
============================================================================*/
#if (FXAA_QUALITY__PRESET == 20)
#define FXAA_QUALITY__PS 3
#define FXAA_QUALITY__P0 1.5
#define FXAA_QUALITY__P1 2.0
#define FXAA_QUALITY__P2 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 21)
#define FXAA_QUALITY__PS 4
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 22)
#define FXAA_QUALITY__PS 5
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 2.0
#define FXAA_QUALITY__P4 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 23)
#define FXAA_QUALITY__PS 6
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 2.0
#define FXAA_QUALITY__P4 2.0
#define FXAA_QUALITY__P5 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 24)
#define FXAA_QUALITY__PS 7
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 2.0
#define FXAA_QUALITY__P4 2.0
#define FXAA_QUALITY__P5 3.0
#define FXAA_QUALITY__P6 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 25)
#define FXAA_QUALITY__PS 8
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 2.0
#define FXAA_QUALITY__P4 2.0
#define FXAA_QUALITY__P5 2.0
#define FXAA_QUALITY__P6 4.0
#define FXAA_QUALITY__P7 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 26)
#define FXAA_QUALITY__PS 9
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 2.0
#define FXAA_QUALITY__P4 2.0
#define FXAA_QUALITY__P5 2.0
#define FXAA_QUALITY__P6 2.0
#define FXAA_QUALITY__P7 4.0
#define FXAA_QUALITY__P8 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 27)
#define FXAA_QUALITY__PS 10
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 2.0
#define FXAA_QUALITY__P4 2.0
#define FXAA_QUALITY__P5 2.0
#define FXAA_QUALITY__P6 2.0
#define FXAA_QUALITY__P7 2.0
#define FXAA_QUALITY__P8 4.0
#define FXAA_QUALITY__P9 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 28)
#define FXAA_QUALITY__PS 11
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 2.0
#define FXAA_QUALITY__P4 2.0
#define FXAA_QUALITY__P5 2.0
#define FXAA_QUALITY__P6 2.0
#define FXAA_QUALITY__P7 2.0
#define FXAA_QUALITY__P8 2.0
#define FXAA_QUALITY__P9 4.0
#define FXAA_QUALITY__P10 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 29)
#define FXAA_QUALITY__PS 12
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 2.0
#define FXAA_QUALITY__P4 2.0
#define FXAA_QUALITY__P5 2.0
#define FXAA_QUALITY__P6 2.0
#define FXAA_QUALITY__P7 2.0
#define FXAA_QUALITY__P8 2.0
#define FXAA_QUALITY__P9 2.0
#define FXAA_QUALITY__P10 4.0
#define FXAA_QUALITY__P11 8.0
#endif

/*============================================================================
FXAA QUALITY - EXTREME QUALITY
============================================================================*/
#if (FXAA_QUALITY__PRESET == 39)
#define FXAA_QUALITY__PS 12
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.0
#define FXAA_QUALITY__P2 1.0
#define FXAA_QUALITY__P3 1.0
#define FXAA_QUALITY__P4 1.0
#define FXAA_QUALITY__P5 1.5
#define FXAA_QUALITY__P6 2.0
#define FXAA_QUALITY__P7 2.0
#define FXAA_QUALITY__P8 2.0
#define FXAA_QUALITY__P9 2.0
#define FXAA_QUALITY__P10 4.0
#define FXAA_QUALITY__P11 8.0
#endif



/*============================================================================

API PORTING

============================================================================*/
#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)
#define FxaaBool bool
#define FxaaDiscard discard
#define FxaaFloat float
#define FxaaFloat2 vec2
#define FxaaFloat3 vec3
#define FxaaFloat4 vec4
#define FxaaHalf float
#define FxaaHalf2 vec2
#define FxaaHalf3 vec3
#define FxaaHalf4 vec4
#define FxaaInt2 ivec2
#define FxaaSat(x) clamp(x, 0.0, 1.0)
#define FxaaTex sampler2D
#else
#define FxaaBool bool
#define FxaaDiscard clip(-1)
#define FxaaFloat float
#define FxaaFloat2 float2
#define FxaaFloat3 float3
#define FxaaFloat4 float4
#define FxaaHalf half
#define FxaaHalf2 half2
#define FxaaHalf3 half3
#define FxaaHalf4 half4
#define FxaaSat(x) saturate(x)
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_GLSL_120 == 1)
// Requires,
// #version 120
// And at least,
// #extension GL_EXT_gpu_shader4 : enable
// (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)
#if defined(MESA)
#define FxaaTexTop(t, p) texture2D(t, p)
#if (FXAA_FAST_PIXEL_OFFSET == 1)
#define FxaaTexOff(t, p, o, r) texture2Dt, p)
#else
#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r))
#endif
#else
#define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)
#if (FXAA_FAST_PIXEL_OFFSET == 1)
#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
#else
#define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)
#endif
#endif
#if (FXAA_GATHER4_ALPHA == 1)
// use #extension GL_ARB_gpu_shader5 : enable
#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
#endif
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_GLSL_130 == 1)
// Requires "#version 130" or better
#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
#if (FXAA_GATHER4_ALPHA == 1)
// use #extension GL_ARB_gpu_shader5 : enable
#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
#endif
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1)
#define FxaaInt2 float2
#define FxaaTex sampler2D
#define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_HLSL_4 == 1)
#define FxaaInt2 int2
struct FxaaTex { SamplerState smpl; Texture2D tex; };
#define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_HLSL_5 == 1)
#define FxaaInt2 int2
struct FxaaTex { SamplerState smpl; Texture2D tex; };
#define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
#define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)
#define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)
#define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)
#define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)
#endif


/*============================================================================
GREEN AS LUMA OPTION SUPPORT FUNCTION
============================================================================*/
#if (FXAA_GREEN_AS_LUMA == 0)
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
#else
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
#endif




/*============================================================================

FXAA3 QUALITY - PC

============================================================================*/
#if (FXAA_PC == 1)
/*--------------------------------------------------------------------------*/
FxaaFloat4 FxaaPixelShader(
//
// Use noperspective interpolation here (turn off perspective interpolation).
// {xy} = center of pixel
FxaaFloat2 pos,
//
// Used only for FXAA Console, and not used on the 360 version.
// Use noperspective interpolation here (turn off perspective interpolation).
// {xy__} = upper left of pixel
// {__zw} = lower right of pixel
FxaaFloat4 fxaaConsolePosPos,
//
// Input color texture.
// {rgb_} = color in linear or perceptual color space
// if (FXAA_GREEN_AS_LUMA == 0)
// {___a} = luma in perceptual color space (not linear)
FxaaTex tex,
//
// Only used on the optimized 360 version of FXAA Console.
// For everything but 360, just use the same input here as for "tex".
// For 360, same texture, just alias with a 2nd sampler.
// This sampler needs to have an exponent bias of -1.
FxaaTex fxaaConsole360TexExpBiasNegOne,
//
// Only used on the optimized 360 version of FXAA Console.
// For everything but 360, just use the same input here as for "tex".
// For 360, same texture, just alias with a 3nd sampler.
// This sampler needs to have an exponent bias of -2.
FxaaTex fxaaConsole360TexExpBiasNegTwo,
//
// Only used on FXAA Quality.
// This must be from a constant/uniform.
// {x_} = 1.0/screenWidthInPixels
// {_y} = 1.0/screenHeightInPixels
FxaaFloat2 fxaaQualityRcpFrame,
//
// Only used on FXAA Console.
// This must be from a constant/uniform.
// This effects sub-pixel AA quality and inversely sharpness.
// Where N ranges between,
// N = 0.50 (default)
// N = 0.33 (sharper)
// {x___} = -N/screenWidthInPixels
// {_y__} = -N/screenHeightInPixels
// {__z_} = N/screenWidthInPixels
// {___w} = N/screenHeightInPixels
FxaaFloat4 fxaaConsoleRcpFrameOpt,
//
// Only used on FXAA Console.
// Not used on 360, but used on PS3 and PC.
// This must be from a constant/uniform.
// {x___} = -2.0/screenWidthInPixels
// {_y__} = -2.0/screenHeightInPixels
// {__z_} = 2.0/screenWidthInPixels
// {___w} = 2.0/screenHeightInPixels
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
//
// Only used on FXAA Console.
// Only used on 360 in place of fxaaConsoleRcpFrameOpt2.
// This must be from a constant/uniform.
// {x___} = 8.0/screenWidthInPixels
// {_y__} = 8.0/screenHeightInPixels
// {__z_} = -4.0/screenWidthInPixels
// {___w} = -4.0/screenHeightInPixels
FxaaFloat4 fxaaConsole360RcpFrameOpt2,
//
// Only used on FXAA Quality.
// This used to be the FXAA_QUALITY__SUBPIX define.
// It is here now to allow easier tuning.
// Choose the amount of sub-pixel aliasing removal.
// This can effect sharpness.
// 1.00 - upper limit (softer)
// 0.75 - default amount of filtering
// 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
// 0.25 - almost off
// 0.00 - completely off
FxaaFloat fxaaQualitySubpix,
//
// Only used on FXAA Quality.
// This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
// It is here now to allow easier tuning.
// The minimum amount of local contrast required to apply algorithm.
// 0.333 - too little (faster)

[Crash] Error in gl_render_device/gl_resource_manager.cpp:258, build (no build identifier)

Shader compilation failed.


[Crash] In thread renderer
[BitSquid engine callstack]
#00 [0x00845871] (null)+0x845871
#01 [0x0084596a] (null)+0x84596a
#02 [0x00847e2c] bitsquid::GLResourceManager::shader_program(char const*, char const*, char const*, char const*, char const*)+0x234
#03 [0x0084bfb5] bitsquid::GLShaderPass::init(bitsquid::GLRenderContext&, bitsquid::GLShaderData&, bitsquid::GLShaderPassData&)+0x5ad
#04 [0x0084c8fc] bitsquid::GLShader::init(bitsquid::GLRenderContext&, bitsquid::ShaderData const&)+0x1ee
#05 [0x008470e9] bitsquid::GLResourceManager::allocate_resource(bitsquid::GLRenderContext*, bitsquid::RenderResource const*, void*)+0x875
#06 [0x008473ff] bitsquid::GLResourceManager::dispatch(bitsquid::GLRenderContext*, bitsquid::RenderResourceContext*)+0x2f
#07 [0x00842f4b] bitsquid::GLRenderDevice::dispatch(unsigned int, bitsquid::RenderResourceContext**)+0x53
#08 [0x0060caa2] bitsquid::RenderInterface::internal_dispatch(bitsquid::ResourceContextsMsg*)+0x1a
#09 [0x0060fb9a] bitsquid::RenderInterface::process_message(bitsquid::RenderInterface::RenderMessage*)+0x82
#10 [0x0060fd3e] bitsquid::RenderInterface::thread_entry()+0x2c
#11 [0x0060fd7f] bitsquid::RenderInterface::static_thread_entry(void*)+0x9
#12 [0x005c907c] bitsquid::ThreadManager::thread_proc(void*)+0x18
#13 [0x9560e4a4] (null)+0x9560e4a4
#14 [0x9460013d] clone+0x6d

[GLShaderCompiler] Could not link shader program 2896:
error: linking with uncompiled shader

[Crash] Crash in crash handler!


[Crash] Error in gl_render_device/gl_resource_manager.cpp:278, build (no build identifier)

Shader linking failed.


[Crash] In thread renderer
[BitSquid engine callstack]
#00 [0x008480a1] bitsquid::GLResourceManager::shader_program(char const*, char const*, char const*, char const*, char const*)+0x4a9
#01 [0x0084bfb5] bitsquid::GLShaderPass::init(bitsquid::GLRenderContext&, bitsquid::GLShaderData&, bitsquid::GLShaderPassData&)+0x5ad
#02 [0x0084c8fc] bitsquid::GLShader::init(bitsquid::GLRenderContext&, bitsquid::ShaderData const&)+0x1ee
#03 [0x008470e9] bitsquid::GLResourceManager::allocate_resource(bitsquid::GLRenderContext*, bitsquid::RenderResource const*, void*)+0x875
#04 [0x008473ff] bitsquid::GLResourceManager::dispatch(bitsquid::GLRenderContext*, bitsquid::RenderResourceContext*)+0x2f
#05 [0x00842f4b] bitsquid::GLRenderDevice::dispatch(unsigned int, bitsquid::RenderResourceContext**)+0x53
#06 [0x0060caa2] bitsquid::RenderInterface::internal_dispatch(bitsquid::ResourceContextsMsg*)+0x1a
#07 [0x0060fb9a] bitsquid::RenderInterface::process_message(bitsquid::RenderInterface::RenderMessage*)+0x82
#08 [0x0060fd3e] bitsquid::RenderInterface::thread_entry()+0x2c
#09 [0x0060fd7f] bitsquid::RenderInterface::static_thread_entry(void*)+0x9
#10 [0x005c907c] bitsquid::ThreadManager::thread_proc(void*)+0x18
#11 [0x9560e4a4] (null)+0x9560e4a4
#12 [0x9460013d] clone+0x6d

ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
[Window] Desktop resolution determined to be 1920x1080.
[Window] Opening window with size 1920x1080 and fullscreen = 1.
[GL] Successfully created OpenGL context!
[GL] RENDERER: Gallium 0.4 on AMD HAWAII (DRM 2.43.0, LLVM 3.7.0)
[GL] VERSION: 3.0 Mesa 11.1.0
[GL] VENDOR: X.Org
[gl_extensions] Loading GL4 functions...
[gl_texture] Patching format: b
Internal: 8059, Format: 1908, Type: 8036
Internal: 881a, Format: 1908, Type: 140b
[GLRenderer] Display 0 modes:
[GLRenderer] 1920x1080 (16:9)
[GLRenderer] 1680x1050 (16:10)
[GLRenderer] 1440x900 (16:10)
[GLRenderer] 1280x1024 (5:4)
[GLRenderer] 1280x960 (4:3)
[GLRenderer] 1280x800 (16:10)
[GLRenderer] 1280x720 (16:9)
[GLRenderer] 1152x864 (4:3)
[GLRenderer] 1024x768 (4:3)
[GLRenderer] 832x624 (4:3)
[GLRenderer] 800x600 (4:3)
[GLRenderer] 720x400 (Non-standard aspect)
[GLRenderer] 640x480 (4:3)
[GLRenderer] Display 1 modes:
[GLRenderer] 1920x1080 (16:9)
[GLRenderer] 1680x1050 (16:10)
[GLRenderer] 1440x900 (16:10)
[GLRenderer] 1280x1024 (5:4)
[GLRenderer] 1280x960 (4:3)
[GLRenderer] 1280x800 (16:10)
[GLRenderer] 1280x720 (16:9)
[GLRenderer] 1152x864 (4:3)
[GLRenderer] 1024x768 (4:3)
[GLRenderer] 832x624 (4:3)
[GLRenderer] 800x600 (4:3)
[GLRenderer] 720x400 (Non-standard aspect)
[GLRenderer] 640x480 (4:3)
[GLRenderContext] Max draw-buffers: 8
[SaveSystem] Save dir: /home/linuxdonald/.bitsquid/Magicka2
[Lua] [controller_settings] - Reading keybindings from user settings for: keyboard_mouse
[Lua] [controller_settings] - Reading keybindings from user settings for: pad360
[Lua] [controller_settings] - Reading keybindings from user settings for: padps4
[WARN][BUILD] BUILD VERSION STRING: 1.2.0.0 (c3d4e8fe707b)
[WARN][BUILD] ENGINE_BUILD_INDENTIFIER: 72c70c0445c9
[Application] Running in RELEASE mode
[SteamStats] RequestCurrentStats success(true)
[SaveSystem] Loading 110000101bf6147
[WARN][NetworkStatisticsKeeper] Could not post telemetry due to missing url-context for user.
[SaveSystem] Load done
[dynamic_vertices] resizing buffer to: 160
[dynamic_vertices] resizing buffer to: 320
[dynamic_vertices] resizing buffer to: 640
[dynamic_vertices] resizing buffer to: 1280
[dynamic_vertices] resizing buffer to: 2560
[dynamic_vertices] resizing buffer to: 5120
[WARN][NetworkStatisticsKeeper] Could not post telemetry due to missing url-context for user.
[Pdx] curltransport_call_url ID[0], (https://api.paradoxplaza.com/bertil/steamwallet/userinfo?steamid=76561197989585223), type(GET), payload(), custom_header(User-Agent: magicka2/1.0)), synchronous(false)
[Pdx] curltransport_call_url ID[1], (https://api.paradoxplaza.com/accounts/sessions/magicka2), type(PUT), payload(<data>), custom_header(User-Agent: magicka2/1.0\nAuthorization: {"steam":{"appId":"238370", "ticket":"14000000C183426D87AECFEA4761BF0101001001312F7F561800000
00100000002000000F542DB5E0000000008E6010001000000B200000032000000040000004761BF010100100122A30300D29B0CB214B2A8C000000000BC9879563C4895560100B40401000000000051A63007EE164EF2F5B64050F4615D7DB95F358894A8018B51E995CC68F32C0A3293B59CDFE53FEE429B72A63822C500A95379C5C158273E8F
75AAFBB7D50D1F3048C9DB7AE281D52F64BA4F1F39277AD41DC1E4C50CF59C1E35CEA571C3AC0E728E8D94ECD2631D570B7BE70DFC8B1EBC365B0B1DEE4F55BEFC48EAFB7068DF"}})), synchronous(false)
[Pdx] curltransport_call_url ID[2], (https://opstm.paradoxplaza.com/joa), type(POST), payload(<data>), custom_header(User-Agent: magicka2/1.0\nContent-Type: application/json)), synchronous(false)
[dynamic_vertices] resizing buffer to: 10240
[Pdx] transaction of type POST succeeded with response code 200
[Pdx] curltransport_call_url ID[3], (https://api.paradoxplaza.com/profiles), type(GET), payload(), custom_header(User-Agent: magicka2/1.0\nAuthorization: {"session":{"token":"0dc21060-ec7c-445c-97ba-7e33b59b3588"}})), synchronous(false)
[Pdx] curltransport_call_url ID[4], (https://app.paradox-interactive.com/magicka2/tos/version), type(GET), payload(), custom_header(User-Agent: magicka2/1.0)), synchronous(false)
[Pdx] curltransport_call_url ID[5], (https://api.paraERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
doxplaza.com/storage/u/magicka2), type(GET), payload(), custom_header(User-Agent: magicka2/1.0\nAuthorization: {"session":{"token":"0dc21060-ec7c-445c-97ba-7e33b59b3588"}})), synchronous(false)
[Pdx] curltransport_call_url ID[6], (https://api.paradoxplaza.com/accounts), type(GET), payload(), custom_header(User-Agent: magicka2/1.0\nAuthorization: {"session":{"token":"0dc21060-ec7c-445c-97ba-7e33b59b3588"}})), synchronous(false)
[Pdx] curltransport_call_url ID[7], (https://api.paradoxplaza.com/storage/blob/specific/magicka2/savefile), type(GET), payload(), custom_header(User-Agent: magicka2/1.0\nAuthorization: {"session":{"token":"0dc21060-ec7c-445c-97ba-7e33b59b3588"}})), synchronous(false)
[Pdx] curltransport_call_url ID[8], (https://api.paradoxplaza.com/bertil...s&userid=600ff724-9ce6-42bf-9f86-915b0a8fc597), type(GET), payload(), custom_header(User-Agent: magicka2/1.0)), synchronous(false)
[SaveSystem] Loading 110000101bf6147
[SaveSystem] Load done
[Pdx] curltransport_call_url ID[9], (https://opstm.paradoxplaza.com/joa), type(POST), payload(<data>), custom_header(User-Agent: magicka2/1.0\nContent-Type: application/json)), synchronous(false)
[SaveSystem] Saving 110000101bf6147
[SaveSystem] Save done
[Pdx] curltransport_call_url ID[10], (https://services.paradoxplaza.com/head/feeds/magicka2_v2/feed.json), type(GET), payload(), custom_header(User-Agent: magicka2/1.0)), synchronous(false)
[WARN][UI] Couldn't match current UserSettings with: joa_ui_settings_choicebox_reticles
[WARN][UI] Couldn't match current UserSettings with: joa_ui_settings_choicebox_networkhuds
[WARN][UI] Couldn't match current UserSettings with: joa_ui_settings_choicebox_hud_status_effects
[WARN][UI] Couldn't match current UserSettings with: joa_ui_settings_choicebox_vibration
[WARN][UI] Couldn't match current UserSettings with: joa_ui_settings_choicebox_movement
[WARN][UI] Couldn't match current UserSettings with: joa_ui_settings_choicebox_revive_message_sound
[SteamAuthenticator] No authentication of 110000101bf6147 is required (self)
[Pdx] transaction of type POST succeeded with response code 200
[Pdx] curltransport_call_url ID[11], (https://api.paradoxplaza.com/storage/blob/specific/magicka2/savefile), type(PUT), payload(<data>), custom_header(User-Agent: magicka2/1.0\nContent-Type: application/octet-stream\nAuthorization: {"session":{"token":"0dc21060-ec7c-445c
-97ba-7e33b59b3588"}})), synchronous(false)
[SaveSystem] Saving 110000101bf6147
[SaveSystem] Save done
[Pdx] curltransport_call_url ID[12], (https://api.paradoxplaza.com/storage/blob/specific/magicka2/savefile), type(PUT), payload(<data>), custom_header(User-Agent: magicka2/1.0\nContent-Type: application/octet-stream\nAuthorization: {"session":{"token":"0dc21060-ec7c-445c
-97ba-7e33b59b3588"}})), synchronous(false)
[SaveSystem] Saving 110000101bf6147
[SaveSystem] Save done
[Pdx] curltransport_call_url ID[13], (https://api.paradoxplaza.com/storage/blob/specific/magicka2/savefile), type(PUT), payload(<data>), custom_header(User-Agent: magicka2/1.0\nContent-Type: application/octet-stream\nAuthorization: {"session":{"token":"0dc21060-ec7c-445c
-97ba-7e33b59b3588"}})), synchronous(false)
[SaveSystem] Saving 110000101bf6147
[SaveSystem] Save done
[SaveSystem] Saving 110000101bf6147
[SaveSystem] Save done
[Pdx] curltransport_call_url ID[14], (https://api.paradoxplaza.com/storage/blob/specific/magicka2/savefile), type(PUT), payload(<data>), custom_header(User-Agent: magicka2/1.0\nContent-Type: application/octet-stream\nAuthorization: {"session":{"token":"0dc21060-ec7c-445c
-97ba-7e33b59b3588"}})), synchronous(false)
[WARN][ui_nav] Popped element not present on stack!
[Pdx] curltransport_call_url ID[15], (https://app.paradox-interactive.com...d2c-b135-e690d3099737&index=0&non_public=true), type(POST), payload(<data>), custom_header(User-Agent: magicka2/1.0\nAuthorization: {"session":{"tok
en":"0dc21060-ec7c-445c-97ba-7e33b59b3588"}})), synchronous(false)
[SaveSystem] Saving 110000101bf6147
[SaveSystemERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/linuxdonald/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
] Save done
[SaveSystem] Saving 110000101bf6147
[SaveSystem] Save done
[Pdx] curltransport_call_url ID[16], (https://api.paradoxplaza.com/storage/blob/specific/magicka2/savefile), type(PUT), payload(<data>), custom_header(User-Agent: magicka2/1.0\nContent-Type: application/octet-stream\nAuthorization: {"session":{"token":"0dc21060-ec7c-445c
-97ba-7e33b59b3588"}})), synchronous(false)
[SaveSystem] Saving 110000101bf6147
[SaveSystem] Save done
[Pdx] curltransport_call_url ID[17], (https://api.paradoxplaza.com/storage/blob/specific/magicka2/savefile), type(PUT), payload(<data>), custom_header(User-Agent: magicka2/1.0\nContent-Type: application/octet-stream\nAuthorization: {"session":{"token":"0dc21060-ec7c-445c
-97ba-7e33b59b3588"}})), synchronous(false)
[Physics] Invalid actor "#ID[a24e775d]" in #ID[751482d45bb2e22a]: Collision is not supported for dynamic triangle meshes, height fields or planes. Make the shape static or disable collision for it.
[WARN][UI] Couldn't match current UserSettings with: joa_ui_settings_choicebox_reticles
[WARN][UI] Couldn't match current UserSettings with: joa_ui_settings_choicebox_networkhuds
[WARN][UI] Couldn't match current UserSettings with: joa_ui_settings_choicebox_hud_status_effects
[WARN][UI] Couldn't match current UserSettings with: joa_ui_settings_choicebox_vibration
[WARN][UI] Couldn't match current UserSettings with: joa_ui_settings_choicebox_movement
[WARN][UI] Couldn't match current UserSettings with: joa_ui_settings_choicebox_revive_message_sound
[Pdx] curltransport_call_url ID[18], (https://opstm.paradoxplaza.com/joa), type(POST), payload(<data>), custom_header(User-Agent: magicka2/1.0\nContent-Type: application/json)), synchronous(false)
[Lua] GuiManager - Warning: did not know where to attach the healthbar on [Unit '#ID[751482d45bb2e22a]'], defaulting to node 0.
[Lua] GuiManager - Warning: did not know where to attach the healthbar on [Unit '#ID[03a74f93ed2bbd1f]'], defaulting to node 0.
[WARN][InventorySystem] No ability template found for unit wizard
[WARN][NetworkGameHandler] ## WARNING ## transmit_all( animation_event ) : No game object id!
[WARN][NetworkUnitSpawner] callback_object does not implement 'go_type_player_unit_create'
[Pdx] transaction of type POST succeeded with response code 200
[Lua] element_disabled(arcane) => yes, by category 'flow'
[Lua] element_disabled(earth) => yes, by category 'flow'
[Lua] element_disabled(arcane) => yes, by category 'flow'
[Lua] element_disabled(arcane) => yes, by category 'flow'
[Lua] element_disabled(earth) => yes, by category 'flow'
[Lua] element_disabled(arcane) => yes, by category 'flow'
[Pdx] curltransport_call_url ID[19], (https://opstm.paradoxplaza.com/joa), type(POST), payload(<data>), custom_header(User-Agent: magicka2/1.0\nContent-Type: application/json)), synchronous(false)
[SaveSystem] Saving 110000101bf6147
[SaveSystem] Save done
[Pdx] curltransport_call_url ID[20], (https://api.paradoxplaza.com/storage/blob/specific/magicka2/savefile), type(PUT), payload(<data>), custom_header(User-Agent: magicka2/1.0\nContent-Type: application/octet-stream\nAuthorization: {"session":{"token":"0dc21060-ec7c-445c
-97ba-7e33b59b3588"}})), synchronous(false)
[Pdx] curltransport_call_url ID[21], (https://services.paradoxplaza.com/head/feeds/magicka2_v2/feed.json), type(GET), payload(), custom_header(User-Agent: magicka2/1.0)), synchronous(false)
[WARN][UI] Couldn't match current UserSettings with: joa_ui_settings_choicebox_reticles
[WARN][UI] Couldn't match current UserSettings with: joa_ui_settings_choicebox_networkhuds
[WARN][UI] Couldn't match current UserSettings with: joa_ui_settings_choicebox_hud_status_effects
[WARN][UI] Couldn't match current UserSettings with: joa_ui_settings_choicebox_vibration
[WARN][UI] Couldn't match current UserSettings with: joa_ui_settings_choicebox_movement
[WARN][UI] Couldn't match current UserSettings with: joa_ui_settings_choicebox_revive_message_sound
[Pdx] transaction of type POST succeeded with response code 200
[WARN][ui_nav] Invalid uielement, replace and set focus to default ui element.
[Application] Lua signals application exit.
[Pdx] curltransport_call_url ID[22], (https://opstm.paradoxplaza.com/joa), type(POST), payload(<data>), custom_header(User-Agent: magicka2/1.0\nContent-Type: application/json)), synchronous(true)
 
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Some graphics drivers are unable to compile FXAA shader. Try changing your user_settings.config file so the line with "fxaa_enabled" says "false" and try starting again. The file is located in ~/bitsquid/Magicka2