Open nsutemire opened 4 years ago
Hi Nathan, Make sure that the program is running on the discrete graphics card rather than the integrated one. Cheers, Ajay
On Sun, 14 Jul. 2019, 8:48 am nsutemire, notifications@github.com wrote:
Hi,
I can't load my 3D volume on my laptop without getting the shader failed error below:
`-------------Error----------------
Fragment shader failed to compile with the following errors: ERROR: 0:85: error(#132) Syntax error: ")" parse error ERROR: error(#273) 1 compilation errors. No code generated
-----------Shader---------------
1 : #extension GL_ARB_texture_rectangle : enable 2 : uniform sampler2D lutTex; 3 : uniform sampler2DRect dragTex; 4 : uniform int gridx; 5 : uniform int gridy; 6 : uniform int gridz; 7 : uniform int ncols; 8 : uniform int llod; 9 : uniform int lgridx; 10 : uniform int lgridy; 11 : uniform int lgridz; 12 : uniform int lncols; 13 : uniform bool opshader; 14 : uniform float tfSet; 15 : void main(void) 16 : { 17 : vec2 tc = gl_TexCoord[0].xy; 18 : int lcol = int(tc.x)/lgridx; 19 : int lrow = int(tc.y)/lgridy; 20 : float x = tc.x - float(lcol lgridx); 21 : float y = tc.y - float(lrowlgridy); 22 : float z = float(lrow
lncols + lcol); 23 : vec3 pos = vec3(x,y,z); 24 : bvec3 pless = lessThan(pos, vec3(1.5,1.5,1.5)); 25 : bvec3 pgret = greaterThan(pos, vec3(float(lgridx)-2.5,float(lgridy)-2.5,float(lgridz)-2.5)); 26 : if (any(pless) || any(pgret)) 27 : { gl_FragColor = vec4(0.0,0.0,0.0,0.0); return; } 28 : float xO = xfloat(llod); 29 : float yO = y float(llod); 30 : float zO = zfloat(llod); 31 : int alod = llod-1; 32 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0); 33 : for(int xa=-alod; xa<=alod; xa++) 34 : for(int ya=-alod; ya<=alod; ya++) 35 : for(int za=-alod; za<=alod; za++) 36 : { 37 : float x = xO + xa; 38 : float y = yO + ya; 39 : float z = zO + za; 40 : int row = int(z)/ncols; 41 : int col = int(z) - rowncols; 42 : row = gridy; 43 : col
= gridx; 44 : tc = vec2(float(col)+x, float(row)+y); 45 : vec2 vg; 46 : vg.x = texture2DRect(dragTex, tc.xy).x; 47 : vec3 sample1, sample2; 48 : float x1 = max(0.0, float(x-1.0)); 49 : sample1.x = texture2DRect(dragTex, vec2(float(col)+x1, float(row)+y)).x; 50 : x1 = min(float(gridx-1), float(x+1.0)); 51 : sample2.x = texture2DRect(dragTex, vec2(float(col)+x1, float(row)+y)).x; 52 : float y1 = max(0.0, float(y-1.0)); 53 : sample1.y = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y1)).x; 54 : y1 = min(float(gridy-1), float(y+1.0)); 55 : sample2.y = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y1)).x; 56 : int z1 = int(max(0.0, float(z-1.0))); 57 : row = z1/ncols; 58 : col = z1 - rowncols; 59 : row *= gridy; 60 : col
= gridx; 61 : sample1.z = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y)).x; 62 : z1 = int(min(float(gridz-1), float(z+1.0))); 63 : row = z1/ncols; 64 : col = z1 - rowncols; 65 : row *= gridy; 66 : col
= gridx; 67 : sample2.z = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y)).x; 68 : vg.y = distance(sample1, sample2); 69 : float val = vg.x; 70 : float grad = vg.y0.125; 71 : vg.y = tfSet + grad; 72 : if (opshader) 73 : { 74 : float alpha = texture2D(lutTex, vg.xy).a; 75 : fcolor += vec4(val, grad, alpha, 1.0); 76 : } 77 : else 78 : { 79 : vec4 clr = texture2D(lutTex, vg.xy); 80 : clr.rgb
= clr.a; 81 : clr.a = step(0.01, clr.a); 82 : fcolor += clr; 83 : } 84 : } 85 : gl_FragColor = fcolor/pow(2.0(float)alod+1, 3.0); 86 : } 87 : `
I have been able to open the same volume on another PC. I'm running drishti 2.6.5 on a windows 10 laptop with integrated amd radeon r6 graphics card. I've updated the driver but I still get the same error.
Thanks, Nathan
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Hi erveryone. I do have the same problem with the same error code. I updated the driver but still the same problem. I am running drishti 2.6.5 on a windows 10 PC with a Radeon Pro WX7100 graphics card. Cheers Wencke
Hi everyone, I found a solution which workes for me. I use drishdi 2.6.4 now, and this works with my setting without a problem. Cheers Wencke
Hi Wencke, How did you solve the problem? Cheers, Ajay
On Tue, 8 Oct. 2019, 2:16 am Wencke1, notifications@github.com wrote:
Hi everyone, I found a solution which workes for me. I use drishdi 2.6.4 now, and this works with my setting without a problem. Cheers Wencke
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Hi Ajay, sorry to dissappoint you, I just tryed an older version of Drishti (2.6.4 instaed of 2.6.5) and now it runs fiine.Cheers, Wencke
Hi. Very similar error, I may try to update driver. This one came as with Windows 10 1903.
Radeon RX 570 Series AMD Radeon Graphics Processor (0x67DF) driver version: 22.19.162.4 driver date: 2017-04-24
OpenGL info: ATI Technologies Inc. Radeon RX 570 Series 3.2.13474 Core Profile Forward-Compatible Context 22.19.162.4 -------------Error----------------
Fragment shader failed to compile with the following errors: ERROR: 0:69: error(#132) Syntax error: ")" parse error ERROR: error(#273) 1 compilation errors. No code generated
-----------Shader---------------
1 : #extension GL_ARB_texture_rectangle : enable 2 : uniform sampler2D lutTex; 3 : uniform sampler2DRect dragTex; 4 : uniform int gridx; 5 : uniform int gridy; 6 : uniform int gridz; 7 : uniform int ncols; 8 : uniform int llod; 9 : uniform int lgridx; 10 : uniform int lgridy; 11 : uniform int lgridz; 12 : uniform int lncols; 13 : uniform bool opshader; 14 : uniform float tfSet; 15 : void main(void) 16 : { 17 : vec2 tc = gl_TexCoord[0].xy; 18 : int lcol = int(tc.x)/lgridx; 19 : int lrow = int(tc.y)/lgridy; 20 : float x = tc.x - float(lcollgridx); 21 : float y = tc.y - float(lrowlgridy); 22 : float z = float(lrowlncols + lcol); 23 : vec3 pos = vec3(x,y,z); 24 : bvec3 pless = lessThan(pos, vec3(1.5,1.5,1.5)); 25 : bvec3 pgret = greaterThan(pos, vec3(float(lgridx)-2.5,float(lgridy)-2.5,float(lgridz)-2.5)); 26 : if (any(pless) || any(pgret)) 27 : { gl_FragColor = vec4(0.0,0.0,0.0,0.0); return; } 28 : float xO = xfloat(llod); 29 : float yO = yfloat(llod); 30 : float zO = zfloat(llod); 31 : int alod = llod-1; 32 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0); 33 : for(int xa=-alod; xa<=alod; xa++) 34 : for(int ya=-alod; ya<=alod; ya++) 35 : for(int za=-alod; za<=alod; za++) 36 : { 37 : float x = xO + xa; 38 : float y = yO + ya; 39 : float z = zO + za; 40 : int row = int(z)/ncols; 41 : int col = int(z) - rowncols; 42 : row = gridy; 43 : col = gridx; 44 : tc = vec2(float(col)+x, float(row)+y); 45 : vec2 vg; 46 : vg.x = texture2DRect(dragTex, tc.xy).x; 47 : int h0 = int(65535.0vg.x); 48 : int h1 = h0 / 256; 49 : h0 = int(mod(float(h0),256.0)); 50 : float fh0 = float(h0)/256.0; 51 : float fh1 = float(h1)/256.0; 52 : vg.xy = vec2(fh0, fh1); 53 : float val = vg.x; 54 : float grad = vg.y0.125; 55 : vg.y = tfSet + grad; 56 : if (opshader) 57 : { 58 : float alpha = texture2D(lutTex, vg.xy).a; 59 : fcolor += vec4(val, grad, alpha, 1.0); 60 : } 61 : else 62 : { 63 : vec4 clr = texture2D(lutTex, vg.xy); 64 : clr.rgb = clr.a; 65 : clr.a = step(0.01, clr.a); 66 : fcolor += clr; 67 : } 68 : } 69 : gl_FragColor = fcolor/pow(2.0*(float)alod+1, 3.0); 70 : } 71 :
Actually, I guess bug is in (float)alod which should be float(alod) ... and i forgot if shaders allow implicit conversions, maybe there should be 1.0 instead of 1
I patched executable to fix the previous error and got another one. Obviously it was never tested on AMD GPUs.
-------------Error----------------
Fragment shader failed to compile with the following errors: ERROR: 0:22: error(#160) Cannot convert from: "float" to: "highp int" ERROR: error(#273) 1 compilation errors. No code generated
-----------Shader---------------
1 : #extension GL_ARB_texture_rectangle : enable 2 : uniform sampler2DRect lightTex; 3 : uniform int gridx; 4 : uniform int gridy; 5 : uniform int gridz; 6 : uniform int ncols; 7 : uniform float llod; 8 : uniform int lgridx; 9 : uniform int lgridy; 10 : uniform int lncols; 11 : void main(void) 12 : { 13 : vec2 tc = gl_TexCoord[0].xy; 14 : int col = int(tc.x)/gridx; 15 : int row = int(tc.y)/gridy; 16 : float x = tc.x - float(colgridx); 17 : float y = tc.y - float(rowgridy); 18 : float z = float(rowncols + col); 19 : float xO = xfloat(llod); 20 : float yO = yfloat(llod); 21 : float zO = zfloat(llod); 22 : int alod = llod-1; 23 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0); 24 : for(int xa=-alod; xa<=alod; xa++) 25 : for(int ya=-alod; ya<=alod; ya++) 26 : for(int za=-alod; za<=alod; za++) 27 : { 28 : float x = xO + xa; 29 : float y = yO + ya; 30 : float z = zO + za; 31 : int lrow = int(z)/lncols; 32 : int lcol = int(z) - lrowlncols; 33 : lrow = lgridy; 34 : lcol = lgridx; 35 : vec2 ltc = vec2(float(lcol)+x, float(lrow)+y); 36 : fcolor += vec4(texture2DRect(lightTex, ltc).rgb, 1.0); 37 : } 38 : gl_FragColor = fcolor/pow(2.0float(alod)+1, 3.0); 39 : } 40 :
Hi Tim, Try drishti.exe from Drishti_PerpetualBeta https://cloudstor.aarnet.edu.au/plus/s/ykqMmmikfXxHxKC
Cheers, Ajay
On Thu, Oct 10, 2019 at 6:31 PM Pavel Peřina notifications@github.com wrote:
I patched executable to fix the previous error and got another one. Obviously it was never tested on AMD GPUs.
-------------Error----------------
Fragment shader failed to compile with the following errors: ERROR: 0:22: error(#160) Cannot convert from: "float" to: "highp int" ERROR: error(#273) 1 compilation errors. No code generated
-----------Shader---------------
1 : #extension GL_ARB_texture_rectangle : enable 2 : uniform sampler2DRect lightTex; 3 : uniform int gridx; 4 : uniform int gridy; 5 : uniform int gridz; 6 : uniform int ncols; 7 : uniform float llod; 8 : uniform int lgridx; 9 : uniform int lgridy; 10 : uniform int lncols; 11 : void main(void) 12 : { 13 : vec2 tc = gl_TexCoord[0].xy; 14 : int col = int(tc.x)/gridx; 15 : int row = int(tc.y)/gridy; 16 : float x = tc.x - float(col gridx); 17 : float y = tc.y - float(rowgridy); 18 : float z = float(row ncols + col); 19 : float xO = xfloat(llod); 20 : float yO = y float(llod); 21 : float zO = zfloat(llod); 22 : int alod = llod-1; 23 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0); 24 : for(int xa=-alod; xa<=alod; xa++) 25 : for(int ya=-alod; ya<=alod; ya++) 26 : for(int za=-alod; za<=alod; za++) 27 : { 28 : float x = xO + xa; 29 : float y = yO + ya; 30 : float z = zO + za; 31 : int lrow = int(z)/lncols; 32 : int lcol = int(z) - lrowlncols; 33 : lrow = lgridy; 34 : lcol
= lgridx; 35 : vec2 ltc = vec2(float(lcol)+x, float(lrow)+y); 36 : fcolor += vec4(texture2DRect(lightTex, ltc).rgb, 1.0); 37 : } 38 : gl_FragColor = fcolor/pow(2.0float(alod)+1, 3.0); 39 : } 40 :
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Hi Ajay. That executable file in cloud root directory that is few hours old works (at least basic features of default and hi-res renderers). Thank you. Pavel
On Mon, Oct 14, 2019 at 3:02 AM AjayLimaye notifications@github.com wrote:
Hi Tim, Try drishti.exe from Drishti_PerpetualBeta https://cloudstor.aarnet.edu.au/plus/s/ykqMmmikfXxHxKC
Cheers, Ajay
On Thu, Oct 10, 2019 at 6:31 PM Pavel Peřina notifications@github.com wrote:
I patched executable to fix the previous error and got another one. Obviously it was never tested on AMD GPUs.
-------------Error----------------
Fragment shader failed to compile with the following errors: ERROR: 0:22: error(#160) Cannot convert from: "float" to: "highp int" ERROR: error(#273) 1 compilation errors. No code generated
-----------Shader---------------
1 : #extension GL_ARB_texture_rectangle : enable 2 : uniform sampler2DRect lightTex; 3 : uniform int gridx; 4 : uniform int gridy; 5 : uniform int gridz; 6 : uniform int ncols; 7 : uniform float llod; 8 : uniform int lgridx; 9 : uniform int lgridy; 10 : uniform int lncols; 11 : void main(void) 12 : { 13 : vec2 tc = gl_TexCoord[0].xy; 14 : int col = int(tc.x)/gridx; 15 : int row = int(tc.y)/gridy; 16 : float x = tc.x - float(col gridx); 17 : float y = tc.y - float(rowgridy); 18 : float z = float(row ncols + col); 19 : float xO = xfloat(llod); 20 : float yO = y float(llod); 21 : float zO = zfloat(llod); 22 : int alod = llod-1; 23 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0); 24 : for(int xa=-alod; xa<=alod; xa++) 25 : for(int ya=-alod; ya<=alod; ya++) 26 : for(int za=-alod; za<=alod; za++) 27 : { 28 : float x = xO + xa; 29 : float y = yO + ya; 30 : float z = zO + za; 31 : int lrow = int(z)/lncols; 32 : int lcol = int(z) - lrowlncols; 33 : lrow = lgridy; 34 : lcol
*= lgridx; 35 : vec2 ltc = vec2(float(lcol)+x, float(lrow)+y); 36 : fcolor += vec4(texture2DRect(lightTex, ltc).rgb, 1.0); 37 : } 38 : gl_FragColor
fcolor/pow(2.0*float(alod)+1, 3.0); 39 : } 40 :
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Problem is we don't have any machines with AMD card (which apply stricter rules) to test. Hence these errors keep popping up. Cheers, Ajay
On Tue, Oct 15, 2019 at 1:08 AM Pavel Peřina notifications@github.com wrote:
Hi Ajay. That executable file in cloud root directory that is few hours old works (at least basic features of default and hi-res renderers). Thank you. Pavel
On Mon, Oct 14, 2019 at 3:02 AM AjayLimaye notifications@github.com wrote:
Hi Tim, Try drishti.exe from Drishti_PerpetualBeta https://cloudstor.aarnet.edu.au/plus/s/ykqMmmikfXxHxKC
Cheers, Ajay
On Thu, Oct 10, 2019 at 6:31 PM Pavel Peřina notifications@github.com wrote:
I patched executable to fix the previous error and got another one. Obviously it was never tested on AMD GPUs.
-------------Error----------------
Fragment shader failed to compile with the following errors: ERROR: 0:22: error(#160) Cannot convert from: "float" to: "highp int" ERROR: error(#273) 1 compilation errors. No code generated
-----------Shader---------------
1 : #extension GL_ARB_texture_rectangle : enable 2 : uniform sampler2DRect lightTex; 3 : uniform int gridx; 4 : uniform int gridy; 5 : uniform int gridz; 6 : uniform int ncols; 7 : uniform float llod; 8 : uniform int lgridx; 9 : uniform int lgridy; 10 : uniform int lncols; 11 : void main(void) 12 : { 13 : vec2 tc = gl_TexCoord[0].xy; 14 : int col = int(tc.x)/gridx; 15 : int row = int(tc.y)/gridy; 16 : float x = tc.x - float(col gridx); 17 : float y = tc.y - float(rowgridy); 18 : float z = float(row ncols + col); 19 : float xO = xfloat(llod); 20 : float yO = y float(llod); 21 : float zO = zfloat(llod); 22 : int alod = llod-1; 23 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0); 24 : for(int xa=-alod; xa<=alod; xa++) 25 : for(int ya=-alod; ya<=alod; ya++) 26 : for(int za=-alod; za<=alod; za++) 27 : { 28 : float x = xO + xa; 29 : float y = yO + ya; 30 : float z = zO + za; 31 : int lrow = int(z)/lncols; 32 : int lcol = int(z) - lrowlncols; 33 : lrow = lgridy; 34 : lcol
*= lgridx; 35 : vec2 ltc = vec2(float(lcol)+x, float(lrow)+y); 36 : fcolor += vec4(texture2DRect(lightTex, ltc).rgb, 1.0); 37 : } 38 : gl_FragColor
fcolor/pow(2.0*float(alod)+1, 3.0); 39 : } 40 :
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Hi,
I can't load my 3D volume on my laptop without getting the shader failed error below:
`-------------Error----------------
Fragment shader failed to compile with the following errors: ERROR: 0:85: error(#132) Syntax error: ")" parse error ERROR: error(#273) 1 compilation errors. No code generated
-----------Shader---------------
1 : #extension GL_ARB_texture_rectangle : enable 2 : uniform sampler2D lutTex; 3 : uniform sampler2DRect dragTex; 4 : uniform int gridx; 5 : uniform int gridy; 6 : uniform int gridz; 7 : uniform int ncols; 8 : uniform int llod; 9 : uniform int lgridx; 10 : uniform int lgridy; 11 : uniform int lgridz; 12 : uniform int lncols; 13 : uniform bool opshader; 14 : uniform float tfSet; 15 : void main(void) 16 : { 17 : vec2 tc = gl_TexCoord[0].xy; 18 : int lcol = int(tc.x)/lgridx; 19 : int lrow = int(tc.y)/lgridy; 20 : float x = tc.x - float(lcollgridx); 21 : float y = tc.y - float(lrowlgridy); 22 : float z = float(lrowlncols + lcol); 23 : vec3 pos = vec3(x,y,z); 24 : bvec3 pless = lessThan(pos, vec3(1.5,1.5,1.5)); 25 : bvec3 pgret = greaterThan(pos, vec3(float(lgridx)-2.5,float(lgridy)-2.5,float(lgridz)-2.5)); 26 : if (any(pless) || any(pgret)) 27 : { gl_FragColor = vec4(0.0,0.0,0.0,0.0); return; } 28 : float xO = xfloat(llod); 29 : float yO = yfloat(llod); 30 : float zO = zfloat(llod); 31 : int alod = llod-1; 32 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0); 33 : for(int xa=-alod; xa<=alod; xa++) 34 : for(int ya=-alod; ya<=alod; ya++) 35 : for(int za=-alod; za<=alod; za++) 36 : { 37 : float x = xO + xa; 38 : float y = yO + ya; 39 : float z = zO + za; 40 : int row = int(z)/ncols; 41 : int col = int(z) - rowncols; 42 : row = gridy; 43 : col = gridx; 44 : tc = vec2(float(col)+x, float(row)+y); 45 : vec2 vg; 46 : vg.x = texture2DRect(dragTex, tc.xy).x; 47 : vec3 sample1, sample2; 48 : float x1 = max(0.0, float(x-1.0)); 49 : sample1.x = texture2DRect(dragTex, vec2(float(col)+x1, float(row)+y)).x; 50 : x1 = min(float(gridx-1), float(x+1.0)); 51 : sample2.x = texture2DRect(dragTex, vec2(float(col)+x1, float(row)+y)).x; 52 : float y1 = max(0.0, float(y-1.0)); 53 : sample1.y = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y1)).x; 54 : y1 = min(float(gridy-1), float(y+1.0)); 55 : sample2.y = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y1)).x; 56 : int z1 = int(max(0.0, float(z-1.0))); 57 : row = z1/ncols; 58 : col = z1 - rowncols; 59 : row = gridy; 60 : col = gridx; 61 : sample1.z = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y)).x; 62 : z1 = int(min(float(gridz-1), float(z+1.0))); 63 : row = z1/ncols; 64 : col = z1 - rowncols; 65 : row = gridy; 66 : col = gridx; 67 : sample2.z = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y)).x; 68 : vg.y = distance(sample1, sample2); 69 : float val = vg.x; 70 : float grad = vg.y0.125; 71 : vg.y = tfSet + grad; 72 : if (opshader) 73 : { 74 : float alpha = texture2D(lutTex, vg.xy).a; 75 : fcolor += vec4(val, grad, alpha, 1.0); 76 : } 77 : else 78 : { 79 : vec4 clr = texture2D(lutTex, vg.xy); 80 : clr.rgb = clr.a; 81 : clr.a = step(0.01, clr.a); 82 : fcolor += clr; 83 : } 84 : } 85 : gl_FragColor = fcolor/pow(2.0(float)alod+1, 3.0); 86 : } 87 : `
I have been able to open the same volume on another PC. I'm running drishti 2.6.5 on a windows 10 laptop with integrated amd radeon r6 graphics card. I've updated the driver but I still get the same error.
Thanks, Nathan