From: John Stone (johns_at_ks.uiuc.edu)
Date: Tue Apr 10 2007 - 08:00:26 CDT

Hi Daniel,
  Yeah, that's an internal GLSL compiler bug with the driver version
you're using. You'll want to report that on the NVIDIA support group
and see if there's a newer driver you can use, or for that matter even
an older driver that doesn't contain this bug. I have a list of older
driver versions that I tested with VMD that worked well for me, if you want
I could send you driver numbers in the 8xxx series that had correctly
operating GLSL compilers.

Cheers,
  John Stone
  vmd_at_ks.uiuc.edu

On Tue, Apr 10, 2007 at 02:21:34AM -0400, daniel aguayo wrote:
> Hi John
> I updated the nvidia driver to 92.77 (the last avalaible for my card)
> and know i have this error log.
> I hope its help
> Thanks
> Daniel Aguayo V.
>
> gforce 7900 Go on dell's xps m1710
>
> Info) VMD for WIN32, version 1.8.6 (April 7, 2007)
> Info) http://www.ks.uiuc.edu/Research/vmd/
> Info) Email questions and bug reports to vmd_at_ks.uiuc.edu
> Info) Please include this reference in published work using VMD:
> Info) Humphrey, W., Dalke, A. and Schulten, K., `VMD - Visual
> Info) Molecular Dynamics', J. Molec. Graphics 1996, 14.1, 33-38.
> Info) -------------------------------------------------------------
> Info) Free system memory: 564MB (55%)
> Info) OpenGL renderer: GeForce Go 7900 GS/PCI/SSE2
> Info) Features: STENCIL MDE CVA MTX NPOT PP PS GLSL(OVF)
> Info) OpenGL shader linkage log:
> Info) Fragment info
> Info) -------------
> Info) (65) : warning C7050: "texcolor" might be used before being
> initialized
> Info) OpenGL shader linkage log:
> Info) Fragment info
> Info) -------------
> Info) Internal error: assembly compile error for fragment shader at offset
> 3847:
>
> Info) -- error message --
> Info) line 87, column 9: error: invalid state property
> Info) line 105, column 17: error: out of bounds array access
> Info) line 108, column 15: error: out of bounds array access
> Info) line 109, column 25: error: out of bounds array access
> Info) line 111, column 35: error: out of bounds array access
> Info) line 112, column 30: error: out of bounds array access
> Info) line 113, column 35: error: out of bounds array access
> Info) line 115, column 19: error: out of bounds array access
> Info) line 117, column 16: error: out of bounds array access
> Info) line 119, column 15: error: out of bounds array access
> Info) line 121, column 15: error: out of bounds array access
> Info) line 125, column 21: error: out of bounds array access
> Info) line 140, column 19: error: out of bounds array access
> Info) line 141, column 19: error: out of bounds array access
> Info) line 158, column 19: error: out of bounds array access
> Info) line 159, column 21: error: out of bounds array access
> Info) line 160, column 19: error: out of bounds array access
> Info) line 163, column 21: error: out of bounds array access
> Info) line 164, column 19: error: out of bounds array access
> Info) line 165, column 19: error: out of bounds array access
> Info) line 166, column 21: error: out of bounds array access
> Info) line 167, column 19: error: out of bounds array access
> Info) line 168, column 21: error: out of bounds array access
> Info) line 169, column 21: error: out of bounds array access
> Info) line 170, column 21: error: out of bounds array access
> Info) line 171, column 19: error: out of bounds array access
> Info) line 172, column 21: error: out of bounds array access
> Info) line 173, column 21: error: out of bounds array access
> Info) line 174, column 21: error: out of bounds array access
> Info) line 175, column 19: error: out of bounds array access
> Info) line 176, column 21: error: out of bounds array access
> Info) line 177, column 21: error: out of bounds array access
> Info) line 178, column 19: error: out of bounds array access
> Info) line 179, column 19: error: out of bounds array access
> Info) line 180, column 19: error: out of bounds array access
> Info) line 181, column 21: error: out of bounds array access
> Info) line 182, column 19: error: out of bounds array access
> Info) line 183, column 19: error: out of bounds array access
> Info) line 184, column 19: error: out of bounds array access
> Info) line 185, column 19: error: out of bounds array access
> Info) line 186, column 21: error: out of bounds array access
> Info) line 187, column 21: error: out of bounds array access
> Info) line 188, column 21: error: out of bounds array access
> Info) line 189, column 19: error: out of bounds array access
> Info) line 191, column 22: error: out of bounds array access
> Info) line 193, column 29: error: out of bounds array access
> Info) line 195, column 17: error: out of bounds array access
> Info) -- internal assembly text --
> Info) !!ARBfp1.0
> Info) OPTION NV_fragment_program2;
> Info) # cgc version 1.6.0000, build date Oct 23 2006 18:30:36
> Info) # command line args:
> Info) #vendor NVIDIA Corporation
> Info) #version 1.6.0.0
> Info) #profile fp40
> Info) #program main
> Info) #semantic gl_EyePlaneS : STATE.TEXGEN.EYE.S
> Info) #semantic gl_EyePlaneT : STATE.TEXGEN.EYE.T
> Info) #semantic gl_EyePlaneR : STATE.TEXGEN.EYE.R
> Info) #semantic gl_Fog : STATE.FOG
> Info) #semantic vmdlight1
> Info) #semantic vmdprojectionmode
> Info) #semantic vmdmaterial
> Info) #semantic vmdlight3
> Info) #semantic vmdfogmode
> Info) #semantic vmdlight0
> Info) #semantic vmdlight2H
> Info) #semantic vmdlight0H
> Info) #semantic vmdtex0
> Info) #semantic vmdlightscale
> Info) #semantic vmdlight2
> Info) #semantic vmdlight1H
> Info) #semantic vmdopacity
> Info) #semantic vmdlight3H
> Info) #semantic vmdprojparms
> Info) #semantic vmdtexturemode
> Info) #var float gl_FogFragCoord : $vin.FOGC : FOGC : -1 : 1
> Info) #var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1
> Info) #var float3 gl_FragDepth : $vout.DEPR : DEPR : -1 : 1
> Info) #var float4 gl_EyePlaneS[0] : STATE.TEXGEN[0].EYE.S : c[6] : -1 : 1
> Info) #var float4 gl_EyePlaneS[1] : STATE.TEXGEN[1].EYE.S : : -1 : 0
> Info) #var float4 gl_EyePlaneS[2] : STATE.TEXGEN[2].EYE.S : : -1 : 0
> Info) #var float4 gl_EyePlaneS[3] : STATE.TEXGEN[3].EYE.S : : -1 : 0
> Info) #var float4 gl_EyePlaneS[4] : STATE.TEXGEN[4].EYE.S : : -1 : 0
> Info) #var float4 gl_EyePlaneS[5] : STATE.TEXGEN[5].EYE.S : : -1 : 0
> Info) #var float4 gl_EyePlaneS[6] : STATE.TEXGEN[6].EYE.S : : -1 : 0
> Info) #var float4 gl_EyePlaneS[7] : STATE.TEXGEN[7].EYE.S : : -1 : 0
> Info) #var float4 gl_EyePlaneT[0] : STATE.TEXGEN[0].EYE.T : c[5] : -1 : 1
> Info) #var float4 gl_EyePlaneT[1] : STATE.TEXGEN[1].EYE.T : : -1 : 0
> Info) #var float4 gl_EyePlaneT[2] : STATE.TEXGEN[2].EYE.T : : -1 : 0
> Info) #var float4 gl_EyePlaneT[3] : STATE.TEXGEN[3].EYE.T : : -1 : 0
> Info) #var float4 gl_EyePlaneT[4] : STATE.TEXGEN[4].EYE.T : : -1 : 0
> Info) #var float4 gl_EyePlaneT[5] : STATE.TEXGEN[5].EYE.T : : -1 : 0
> Info) #var float4 gl_EyePlaneT[6] : STATE.TEXGEN[6].EYE.T : : -1 : 0
> Info) #var float4 gl_EyePlaneT[7] : STATE.TEXGEN[7].EYE.T : : -1 : 0
> Info) #var float4 gl_EyePlaneR[0] : STATE.TEXGEN[0].EYE.R : c[4] : -1 : 1
> Info) #var float4 gl_EyePlaneR[1] : STATE.TEXGEN[1].EYE.R : : -1 : 0
> Info) #var float4 gl_EyePlaneR[2] : STATE.TEXGEN[2].EYE.R : : -1 : 0
> Info) #var float4 gl_EyePlaneR[3] : STATE.TEXGEN[3].EYE.R : : -1 : 0
> Info) #var float4 gl_EyePlaneR[4] : STATE.TEXGEN[4].EYE.R : : -1 : 0
> Info) #var float4 gl_EyePlaneR[5] : STATE.TEXGEN[5].EYE.R : : -1 : 0
> Info) #var float4 gl_EyePlaneR[6] : STATE.TEXGEN[6].EYE.R : : -1 : 0
> Info) #var float4 gl_EyePlaneR[7] : STATE.TEXGEN[7].EYE.R : : -1 : 0
> Info) #var float4 gl_Fog.color : STATE.FOG.COLOR : c[18] : -1 : 1
> Info) #var float gl_Fog.density : STATE.FOG.PARAMS.X : c[17] : -1 : 1
> Info) #var float gl_Fog.start : STATE.FOG.PARAMS.Y : : -1 : 0
> Info) #var float gl_Fog.end : STATE.FOG.PARAMS.Z : c[17] : -1 : 1
> Info) #var float gl_Fog.scale : STATE.FOG.PARAMS.W : c[17] : -1 : 1
> Info) #var float3 oglcolor : $vin.TEX0 : TEX0 : -1 : 1
> Info) #var float3 V : $vin.TEX1 : TEX1 : -1 : 1
> Info) #var float3 vmdlight1 : : c[9] : -1 : 1
> Info) #var int vmdprojectionmode : : c[1] : -1 : 1
> Info) #var float3 spherepos : $vin.TEX2 : TEX2 : -1 : 1
> Info) #var float sphereradsq : $vin.TEX3 : TEX3 : -1 : 1
> Info) #var float4 vmdmaterial : : c[12] : -1 : 1
> Info) #var float3 vmdlight3 : : c[11] : -1 : 1
> Info) #var int vmdfogmode : : c[0] : -1 : 1
> Info) #var float3 vmdlight0 : : c[7] : -1 : 1
> Info) #var float3 vmdlight2H : : c[15] : -1 : 1
> Info) #var float3 vmdlight0H : : c[13] : -1 : 1
> Info) #var sampler3D vmdtex0 : : texunit 0 : -1 : 1
> Info) #var float3 rayorigin : $vin.TEX4 : TEX4 : -1 : 1
> Info) #var float4 vmdlightscale : : c[8] : -1 : 1
> Info) #var float3 vmdlight2 : : c[10] : -1 : 1
> Info) #var float3 vmdlight1H : : c[14] : -1 : 1
> Info) #var float vmdopacity : : c[19] : -1 : 1
> Info) #var float3 vmdlight3H : : c[16] : -1 : 1
> Info) #var float4 vmdprojparms : : c[2] : -1 : 1
> Info) #var int vmdtexturemode : : c[3] : -1 : 1
> Info) #var <none>4 $kill_0000 : $vout.$kill : $kill : -1 : 0
> Info) #var <none>4 $kill_0001 : $vout.$kill : $kill : -1 : 0
> Info) #const c[20] = 1 0.5 0 2
> Info) #const c[21] = 3 1.442695
> Info) PARAM c[22] = { program.local[0..3],
> Info) state.texgen[0].eye.r,
> Info) state.texgen[0].eye.t,
> Info) state.texgen[0].eye.s,
> Info) program.local[7..16],
> Info) state.fog.params,
> Info) state.fog.color,
> Info) program.local[19],
> Info) { 1, 0.5, 0, 2 },
> Info) { 3, 1.442695 } };
> Info) TEMP R0;
> Info) TEMP R1;
> Info) TEMP R2;
> Info) TEMP R3;
> Info) TEMP R4;
> Info) SHORT TEMP H0;
> Info) TEMP RC;
> Info) TEMP HC;
> Info) OUTPUT oCol = result.color;
> Info) MOVR R3.xyz, c[20].xyww;
> Info) SEQR H0.xy, c[0].x, R3.xzzw;
> Info) DP3R R1.x, fragment.texcoord[1], fragment.texcoord[1];
> Info) MOVR R0.w, c[20].x;
> Info) SEQX H0.zw, H0.xyxy, c[20].z;
> Info) MOVXC RC.x, H0;
> Info) ADDR R0.x, -fragment.fogcoord, c[17].z;
> Info) MULR_SAT R0.w(GT.x), R0.x, c[17];
> Info) MULR R0.x, fragment.fogcoord, -c[17];
> Info) MULXC HC.x, H0.z, H0.y;
> Info) MULR R0.x, R0, c[21].y;
> Info) EX2R_SAT R0.w(GT.x), R0.x;
> Info) MULR R0.x, -c[17], c[17];
> Info) MULR R0.y, R0.x, fragment.fogcoord.x;
> Info) MOVR R0.x, c[21];
> Info) RSQR R1.w, R1.x;
> Info) MOVR R2.w, c[20].x;
> Info) MULR R0.y, R0, fragment.fogcoord.x;
> Info) SEQR H0.y, c[0].x, R0.x;
> Info) MULX H0.x, H0.z, H0.w;
> Info) MULR R0.x, R0.y, c[21].y;
> Info) MULXC HC.x, H0, H0.y;
> Info) EX2R_SAT R0.w(GT.x), R0.x;
> Info) MOVR R0.xyz, fragment.texcoord[4];
> Info) ADDR R1.xyz, fragment.texcoord[2], -R0;
> Info) MULR R0.xyz, R1.w, fragment.texcoord[1];
> Info) DP3R R1.w, R0, R1;
> Info) DP3R R3.w, R1, R1;
> Info) MADR R3.z, R1.w, R1.w, fragment.texcoord[3].x;
> Info) ADDR R1.x, R3.z, -R3.w;
> Info) RSQR R1.x, R1.x;
> Info) RCPR R4.x, R1.x;
> Info) ADDR R1.x, R1.w, -R4;
> Info) MADR R2.xyz, R0, R1.x, fragment.texcoord[4];
> Info) DP4R R0.z, R2, c[4];
> Info) DP4R R0.x, R2, c[6];
> Info) DP4R R0.y, R2, c[5];
> Info) TEX R0.xyz, R0, texture[0], 3D;
> Info) MOVR R1.xyz, fragment.texcoord[0];
> Info) SEQRC HC.x, c[3], R3;
> Info) MULR R1.xyz(GT.x), fragment.texcoord[0], R0;
> Info) RCPR R0.y, R2.z;
> Info) MULR R0.x, c[2].z, c[2].z;
> Warning) GPU driver failed to compile shader:
> Warning) C:/Program Files/University of Illinois/VMD//shaders/vmdsphere
> Warning) This GPU/driver is buggy, or doesn't fully implement GLSL.
> Warning) Set environment variable VMDGLSLVERBOSE for more info.
> Info) Basic GLSL rendering mode is available.
> Info) Textures: 2-D (4096x4096), 3-D (512x512x512), Multitexture (4)
> Info) Spaceball driver not installed. Spaceball interface disabled.
> Info) No joysticks found. Joystick interface disabled.
> Found 62 plugins or data handlers in directory
> 'C:/Program Files/University of Illinois/VMD/plugins/WIN32/molfile'.
> vmd >
> vmd >
>
> On 4/9/07, John Stone <johns_at_ks.uiuc.edu> wrote:
> >
> >Daniel,
> > You are running a very old driver version. I've tested
> >GLSL on a GeForce 7800 with the current driver version 93.71
> >and it works fine for me. If you don't have a specific reason
> >to use the older 84.69 driver version (machine stability, or
> >some other application besides VMD), then you will probably
> >want to upgrade to 93.71, or at the very least to one of the 9xxxx
> >series drivers. The 8xxx series drivers had many known GLSL bugs.
> >
> >Cheers,
> > John Stone
> > vmd_at_ks.uiuc.edu
> >
> >On Mon, Apr 09, 2007 at 02:08:04AM -0400, daniel aguayo wrote:
> >> Hi all
> >> I have a nvidia 7900 go, but i cant make GLSL works.
> >> I hope this log helps to developers
> >> winxp sp2, dell xps m1710
> >> nvidia forceware drivers 84.69
> >>
> >> Tks
> >> Daniel aguayo
> >>
> >>
> >> Info) VMD for WIN32, version 1.8.6 (April 7, 2007)
> >> Info) http://www.ks.uiuc.edu/Research/vmd/
> >> Info) Email questions and bug reports to vmd_at_ks.uiuc.edu
> >> Info) Please include this reference in published work using VMD:
> >> Info) Humphrey, W., Dalke, A. and Schulten, K., `VMD - Visual
> >> Info) Molecular Dynamics', J. Molec. Graphics 1996, 14.1, 33-38.
> >> Info) -------------------------------------------------------------
> >> Info) Free system memory: 581MB (56%)
> >> Info) OpenGL renderer: GeForce Go 7900 GS/PCI/SSE2
> >> Info) Features: STENCIL MDE CVA MTX NPOT PP PS GLSL(OVF)
> >> Info) OpenGL shader linkage log:
> >> Info) Vertex info
> >> Info) -----------
> >> Info) Internal error: assembly compile error for vertex shader at offset
> >> 4086:
> >> Info) -- error message --
> >> Info) line 107, column 13: error: invalid operand variable
> >> Info) line 109, column 13: error: invalid operand variable
> >> Info) line 111, column 13: error: invalid operand variable
> >> Info) line 113, column 29: error: invalid operand variable
> >> Info) -- internal assembly text --
> >> Info) !!ARBvp1.0
> >> Info) OPTION NV_vertex_program3;
> >> Info) # cgc version 1.5.0000, build date May 1 2006 16:21:37
> >> Info) # command line args:
> >> Info) #vendor NVIDIA Corporation
> >> Info) #version 1.0.02
> >> Info) #profile vp40
> >> Info) #program main
> >> Info) #semantic gl_ModelViewMatrix
> >> Info) #semantic gl_ModelViewProjectionMatrix
> >> Info) #semantic gl_NormalMatrix
> >> Info) #semantic gl_EyePlaneS
> >> Info) #semantic gl_EyePlaneT
> >> Info) #semantic gl_EyePlaneR
> >> Info) #semantic gl_EyePlaneQ
> >> Info) #semantic vmdprojectionmode
> >> Info) #semantic vmdtexturemode
> >> Info) #semantic gl_ClipPlane
> >> Info) #var float4 gl_Color : $vin.COLOR0 : COLOR0 : -1 : 1
> >> Info) #var float3 gl_Normal : $vin.NORMAL : NORMAL : -1 : 1
> >> Info) #var float4 gl_Vertex : $vin.POSITION : POSITION : -1 : 1
> >> Info) #var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1
> >> Info) #var float4 gl_TexCoord[0] : $vout.TEX0 : TEX0 : -1 : 1
> >> Info) #var float4 gl_TexCoord[1] : : : -1 : 0
> >> Info) #var float4 gl_TexCoord[2] : : : -1 : 0
> >> Info) #var float4 gl_TexCoord[3] : : : -1 : 0
> >> Info) #var float4 gl_TexCoord[4] : : : -1 : 0
> >> Info) #var float4 gl_TexCoord[5] : : : -1 : 0
> >> Info) #var float4 gl_TexCoord[6] : : : -1 : 0
> >> Info) #var float4 gl_TexCoord[7] : : : -1 : 0
> >> Info) #var float gl_FogFragCoord : $vout.FOGC : FOGC : -1 : 1
> >> Info) #var float4x4 gl_ModelViewMatrix : : c[0], 4 : -1 : 1
> >> Info) #var float4x4 gl_ModelViewProjectionMatrix : : c[4], 4 : -1 : 1
> >> Info) #var float3x3 gl_NormalMatrix : : c[8], 3 : -1 : 1
> >> Info) #var float4 gl_EyePlaneS[0] : : c[23] : -1 : 1
> >> Info) #var float4 gl_EyePlaneS[1] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneS[2] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneS[3] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneS[4] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneS[5] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneS[6] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneS[7] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneT[0] : : c[22] : -1 : 1
> >> Info) #var float4 gl_EyePlaneT[1] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneT[2] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneT[3] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneT[4] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneT[5] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneT[6] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneT[7] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneR[0] : : c[21] : -1 : 1
> >> Info) #var float4 gl_EyePlaneR[1] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneR[2] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneR[3] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneR[4] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneR[5] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneR[6] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneR[7] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneQ[0] : : c[20] : -1 : 1
> >> Info) #var float4 gl_EyePlaneQ[1] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneQ[2] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneQ[3] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneQ[4] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneQ[5] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneQ[6] : : : -1 : 0
> >> Info) #var float4 gl_EyePlaneQ[7] : : : -1 : 0
> >> Info) #var int vmdprojectionmode : : c[17] : -1 : 1
> >> Info) #var int vmdtexturemode : : c[19] : -1 : 1
> >> Info) #var float3 oglcolor : $vout.TEX2 : TEX2 : -1 : 1
> >> Info) #var float3 oglnormal : $vout.TEX1 : TEX1 : -1 : 1
> >> Info) #var float3 V : $vout.TEX3 : TEX3 : -1 : 1
> >> Info) #var float4 gl_ClipPlane[0] : : c[11] : -1 : 1
> >> Info) #var float4 gl_ClipPlane[1] : : c[12] : -1 : 1
> >> Info) #var float4 gl_ClipPlane[2] : : c[13] : -1 : 1
> >> Info) #var float4 gl_ClipPlane[3] : : c[14] : -1 : 1
> >> Info) #var float4 gl_ClipPlane[4] : : c[15] : -1 : 1
> >> Info) #var float4 gl_ClipPlane[5] : : c[16] : -1 : 1
> >> Info) #var float4 gl_ClipCoord[0] : $vout.CLP0 : CLP0 : -1 : 1
> >> Info) #var float4 gl_ClipCoord[1] : $vout.CLP1 : CLP1 : -1 : 1
> >> Info) #var float4 gl_ClipCoord[2] : $vout.CLP2 : CLP2 : -1 : 1
> >> Info) #var float4 gl_ClipCoord[3] : $vout.CLP3 : CLP3 : -1 : 1
> >> Info) #var float4 gl_ClipCoord[4] : $vout.CLP4 : CLP4 : -1 : 1
> >> Info) #var float4 gl_ClipCoord[5] : $vout.CLP5 : CLP5 : -1 : 1
> >> Info) #const c[18] = 1 0 -1
> >> Info) PARAM c[24] = { program.local[0..17],
> >> Info) { 1, 0, -1 },
> >> Info) program.local[19..23] };
> >> Info) TEMP R0;
> >> Info) TEMP R1;
> >> Info) TEMP R2;
> >> Info) TEMP CC;
> >> Info) BB1:
> >> Info) MUL R0, vertex.position.y, c[1];
> >> Info) MAD R0, vertex.position.x, c[0], R0;
> >> Info) MAD R0, vertex.position.z, c[2], R0;
> >> Info) MAD R0, vertex.position.w, c[3], R0;
> >> Info) RCP R1.x, R0.w;
> >> Info) MUL R1.xyz, R0, R1.x;
> >> Info) DP3 R1.w, R1, R1;
> >> Info) RSQ R2.x, R1.w;
> >> Info) MOV R1.w, c[18].x;
> >> Info) SEQC CC.x, c[17], R1.w;
> >> Info) MOV result.texcoord[3].xyz, c[18].yyzw;
> >> Info) MUL result.texcoord[3].xyz(NE.x), R2.x, R1;
> >> Info) MUL R2, vertex.position.y, c[5];
> >> Info) MOVC CC.x, c[19];
> >> Info) MOV R1.z, result.texcoord[0].y;
> >> Info) DP4 R1.z(NE.x), R0, c[22];
> >> Info) MOV R1.x, result.texcoord[0].w;
> >> Info) DP4 R1.x(NE), R0, c[20];
> >> Info) MOV R1.y, result.texcoord[0].z;
> >> Info) DP4 R1.y(NE.x), R0, c[21];
> >> Info) MOV result.texcoord[0].x, result.texcoord[0];
> >> Info) DP4 result.texcoord[0].x(NE), R0, c[23];
> >> Info) MOV result.texcoord[0].w, R1.x;
> >> Info) MOV result.texcoord[0].z, R1.y;
> >> Info) MOV result.texcoord[0].y, R1.z;
> >> Info) MUL R1.xyz, vertex.normal.y, c[9];
> >> Info) MAD R1.xyz, vertex.normal.x, c[8], R1;
> >> Info) MAD R1.xyz, vertex.normal.z, c[10], R1;
> >> Info) DP4 result.clip[0].x, R0, c[11];
> >> Info) DP4 result.clip[1].x, R0, c[12];
> >> Info) DP4 result.clip[2].x, R0, c[13];
> >> Info) DP4 result.clip[3].x, R0, c[14];
> >> Info) DP4 result.clip[4].x, R0, c[15];
> >> Info) DP4 result.clip[5].x, R0, c[16];
> >> Info) DP3 R0.x, R1, R1;
> >> Info) RSQ R0.x, R0.x;
> >> Info) MAD R2, vertex.position.x, c[4], R2;
> >> Info) MUL result.texcoord[1].xyz, R0.x, R1;
> >> Info) MAD R1, vertex.position.z, c[6], R2;
> >> Info) MOV result.fogcoord.x, |R0.z|;
> >> Info) MAD result.position, vertex.position.w, c[7], R1;
> >> Info) MOV result.texcoord[2].xyz, vertex.color;
> >> Info) END
> >> Info) # 42 instructions, 3 R-regs
> >> Warning) GPU driver failed to compile shader:
> >> Warning) C:/Program Files/University of Illinois/VMD//shaders/vmd
> >> Warning) This GPU/driver is buggy, or doesn't fully implement GLSL.
> >> Warning) Set environment variable VMDGLSLVERBOSE for more info.
> >> Info) GLSL rendering mode is NOT available.
> >> Info) Textures: 2-D (4096x4096), 3-D (512x512x512), Multitexture (4)
> >> Info) Spaceball driver not installed. Spaceball interface disabled.
> >> Info) No joysticks found. Joystick interface disabled.
> >> Found 62 plugins or data handlers in directory
> >> 'C:/Program Files/University of
> >Illinois/VMD/plugins/WIN32/molfile'.
> >> vmd >
> >>
> >> --
> >> saludos desde el fin del mundo
> >
> >--
> >NIH Resource for Macromolecular Modeling and Bioinformatics
> >Beckman Institute for Advanced Science and Technology
> >University of Illinois, 405 N. Mathews Ave, Urbana, IL 61801
> >Email: johns_at_ks.uiuc.edu Phone: 217-244-3349
> > WWW: http://www.ks.uiuc.edu/~johns/ Fax: 217-244-6078
> >
>
>
> --
> saludos desde el fin del mundo

-- 
NIH Resource for Macromolecular Modeling and Bioinformatics
Beckman Institute for Advanced Science and Technology
University of Illinois, 405 N. Mathews Ave, Urbana, IL 61801
Email: johns_at_ks.uiuc.edu                 Phone: 217-244-3349
  WWW: http://www.ks.uiuc.edu/~johns/      Fax: 217-244-6078