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<!-- ============================================ Application bugs worked around in this file: ============================================ * Various Unigine products don't use the #version and #extension GLSL directives, meaning they only get GLSL 1.10 and no extensions for their shaders. Enabling all extensions for Unigine fixes most issues, but the GLSL version is still 1.10. * Unigine Heaven 3.0 with ARB_texture_multisample uses a "ivec4 * vec4" expression, which is illegal in GLSL 1.10. Adding "#version 130" fixes this. * Unigine Heaven 3.0 with ARB_shader_bit_encoding uses the uint keyword, which is illegal in GLSL 1.10. Adding "#version 130" fixes this. * Unigine Heaven 3.0 with ARB_shader_bit_encoding uses a "uint & int" expression, which is illegal in any GLSL version. Disabling ARB_shader_bit_encoding fixes this. * If ARB_sample_shading is supported, Unigine Heaven 4.0 and Valley 1.0 uses an #extension directive in the middle of its shaders, which is illegal in GLSL. TODO: document the other workarounds. --> <driconf> <!-- Please always enable app-specific workarounds for all drivers and screens. --> <device> <application name="Unigine Sanctuary" executable="Sanctuary"> <option name="force_glsl_extensions_warn" value="true" /> <option name="disable_blend_func_extended" value="true" /> </application> <application name="Unigine Tropics" executable="Tropics"> <option name="force_glsl_extensions_warn" value="true" /> <option name="disable_blend_func_extended" value="true" /> </application> <application name="Unigine Heaven (32-bit)" executable="heaven_x86"> <option name="force_glsl_extensions_warn" value="true" /> <option name="disable_blend_func_extended" value="true" /> <option name="force_glsl_version" value="130" /> <option name="disable_shader_bit_encoding" value="true" /> <option name="allow_glsl_extension_directive_midshader" value="true" /> </application> <application name="Unigine Heaven (64-bit)" executable="heaven_x64"> <option name="force_glsl_extensions_warn" value="true" /> <option name="disable_blend_func_extended" value="true" /> <option name="force_glsl_version" value="130" /> <option name="disable_shader_bit_encoding" value="true" /> <option name="allow_glsl_extension_directive_midshader" value="true" /> </application> <application name="Unigine Valley (32-bit)" executable="valley_x86"> <option name="allow_glsl_extension_directive_midshader" value="true" /> </application> <application name="Unigine Valley (64-bit)" executable="valley_x64"> <option name="allow_glsl_extension_directive_midshader" value="true" /> </application> <application name="Unigine OilRush (32-bit)" executable="OilRush_x86"> <option name="disable_blend_func_extended" value="true" /> </application> <application name="Unigine OilRush (64-bit)" executable="OilRush_x64"> <option name="disable_blend_func_extended" value="true" /> </application> <application name="Savage 2" executable="savage2.bin"> <option name="disable_glsl_line_continuations" value="true" /> </application> <application name="Topogun (32-bit)" executable="topogun32"> <option name="always_have_depth_buffer" value="true" /> </application> <application name="Topogun (64-bit)" executable="topogun64"> <option name="always_have_depth_buffer" value="true" /> </application> </device> </driconf>