Audio device %d: %s " already has a factory. New factory handler ignored." probably does not exist. "man open" for more info.Mesh Ysin+[PresetFactory] url is frating%s=%f border_rx*posfRating=2.000000 0 ==(flags & (P_FLAG_PER_PIXEL|P_FLAG_PER_POINT))y_meshdestroyhlslparser/src/HLSLTree.cppmain++floor#version 300 es layout(location = 0) in vec2 vertex_position; layout(location = 1) in vec4 vertex_color; layout(location = 2) in vec2 vertex_texture; layout(location = 3) in vec2 vertex_rad_ang; out vec4 frag_COLOR; out vec2 frag_TEXCOORD0; out vec2 frag_TEXCOORD1; void main(){ vec4 position = vec4(vertex_position, 0.0, 1.0); gl_Position = position; frag_COLOR = vertex_color; frag_TEXCOORD0 = vertex_texture; frag_TEXCOORD1 = vertex_rad_ang; } Failed to create renderer: %s [PresetLoader] Your system has reached its open file limit. Trying to continue...Window Width%fGammaAdjborder_asepfailed to read from input streamfVideoEchoZoom=1.000000 mesh_j == -1warp_allocator::allocate(size_t n) 'n' exceeds maximum supported sizeexpr->expressionType.baseType != HLSLBaseType_Voidmatrix_mul-=fmod#version 300 es layout(location = 0) in vec2 vertex_position; layout(location = 1) in vec4 vertex_color; uniform mat4 vertex_transformation; uniform float vertex_point_size; out vec4 fragment_color; void main(){ gl_Position = vertex_transformation * vec4(vertex_position, 0.0, 1.0); gl_PointSize = vertex_point_size; fragment_color = vertex_color; } o == out + *out_len/presets/Menu FontexpNULL != infix_opfwavealphaysample./ParamUtils.hppbWaveThick=0 shapecode_texCUBEbiasmin#version 300 es layout(location = 0) in vec2 vertex_position; layout(location = 1) in vec4 vertex_color; layout(location = 2) in vec2 vertex_texture; uniform mat4 vertex_transformation; out vec4 fragment_color; out vec2 fragment_texture; void main(){ gl_Position = vertex_transformation * vec4(vertex_position, 0.0, 1.0); fragment_color = vertex_color; fragment_texture = vertex_texture; } Invalid single cube map file namenoise_lq_lite%d %s Easter Egg ParameterNULLfmodwavealphaendsidessmoothing../../../src/libprojectM/Common.hppbTexWrap=1 token prefix is m_scalar_swizzle3float1x1modf#version 300 es precision mediump float; in vec4 fragment_color; in vec2 fragment_texture; uniform sampler2D texture_sampler; out vec4 color; void main(){ color = fragment_color * texture(texture_sampler, fragment_texture.st); } Invalid single cube map bufferPCM.cppPresetFactoryManager.cppPresetLoader.cppExpr.cppInitCond.cppggMilkdropPreset.cppGeiss & Sperl - Feedback (projectM idle HDR mix).milkParam.cppPerFrameEqn.cppPerPixelEqn.cppPresetFrameIO.cpp[NativePresetFactory] Cannot load library: n <= NShader compilation errorallocator::allocate(size_t n) 'n' exceeds maximum supported sizedFdx%s(%d) : %s tan#version 300 es layout(location = 0) in vec2 vertex_position; layout(location = 1) in vec4 vertex_color; layout(location = 2) in vec2 vertex_texture; uniform mat4 vertex_transformation; out vec4 frag_COLOR; out vec4 frag_TEXCOORD0; out vec2 frag_TEXCOORD1; void main(){ vec4 position = vertex_transformation * vec4(vertex_position, 0.0, 1.0); gl_Position = position; frag_COLOR = vertex_color; frag_TEXCOORD0.xy = vertex_texture; frag_TEXCOORD0.zw = position.xy; frag_TEXCOORD1 = vec2(0.0, 0.0); } #?RADIANCE # Written by stb_image_write.h FORMAT=32-bit_rle_rgbe index < _ratings[ratingTypeIndex].size()Preset Durationsqr/echo_alphab2busedots"nWaveMode=0 per_frame_tex2Dbiasfloatcross#version 300 es precision mediump float; in vec4 fragment_color; out vec4 color; void main(){ color = fragment_color; } Invalid cube map files listblur[projectM] config file: sigmoidnyifshaderradt2./InitCondUtils.hppbBrighten=0 gen_exprbvecTernaryfloat3saturate#define M_PI 3.14159265359 #define M_PI_2 6.28318530718 #define M_INV_PI_2 0.159154943091895 uniform float4 rand_frame; // random float4, updated each frame uniform float4 rand_preset; // random float4, updated once per *preset* uniform float4 _c0; // .xy: multiplier to use on UV's to paste an image fullscreen, *aspect-aware*; .zw = inverse. uniform float4 _c1, _c2, _c3, _c4; uniform float4 _c5; //.xy = scale,bias for reading blur1; .zw = scale,bias for reading blur2; uniform float4 _c6; //.xy = scale,bias for reading blur3; .zw = blur1_min,blur1_max uniform float4 _c7; // .xy ~= float2(1024,768); .zw ~= float2(1/1024.0, 1/768.0) uniform float4 _c8; // .xyzw ~= 0.5 + 0.5*cos(time * float4(~0.3, ~1.3, ~5, ~20)) uniform float4 _c9; // .xyzw ~= same, but using sin() uniform float4 _c10; // .xyzw ~= 0.5 + 0.5*cos(time * float4(~0.005, ~0.008, ~0.013, ~0.022)) uniform float4 _c11; // .xyzw ~= same, but using sin() uniform float4 _c12; // .xyz = mip info for main image (.x=#across, .y=#down, .z=avg); .w = unused uniform float4 _c13; //.xy = blur2_min,blur2_max; .zw = blur3_min, blur3_max. uniform float4 _qa; // q vars bank 1 [q1-q4] uniform float4 _qb; // q vars bank 2 [q5-q8] uniform float4 _qc; // q vars ... uniform float4 _qd; // q vars uniform float4 _qe; // q vars uniform float4 _qf; // q vars uniform float4 _qg; // q vars uniform float4 _qh; // q vars bank 8 [q29-q32] // note: in general, don't use the current time w/the *dynamic* rotations! uniform float4x3 rot_s1; // four random, static rotations. randomized @ preset load time. uniform float4x3 rot_s2; // minor translation component (<1). uniform float4x3 rot_s3; uniform float4x3 rot_s4; uniform float4x3 rot_d1; // four random, slowly changing rotations. uniform float4x3 rot_d2; uniform float4x3 rot_d3; uniform float4x3 rot_d4; uniform float4x3 rot_f1; // faster-changing. uniform float4x3 rot_f2; uniform float4x3 rot_f3; uniform float4x3 rot_f4; uniform float4x3 rot_vf1; // very-fast-changing. uniform float4x3 rot_vf2; uniform float4x3 rot_vf3; uniform float4x3 rot_vf4; uniform float4x3 rot_uf1; // ultra-fast-changing. uniform float4x3 rot_uf2; uniform float4x3 rot_uf3; uniform float4x3 rot_uf4; uniform float4x3 rot_rand1; // random every frame uniform float4x3 rot_rand2; uniform float4x3 rot_rand3; uniform float4x3 rot_rand4; #define time _c2.x #define fps _c2.y #define frame _c2.z #define progress _c2.w #define bass _c3.x #define mid _c3.y #define treb _c3.z #define vol _c3.w #define bass_att _c4.x #define mid_att _c4.y #define treb_att _c4.z #define vol_att _c4.w #define q1 _qa.x #define q2 _qa.y #define q3 _qa.z #define q4 _qa.w #define q5 _qb.x #define q6 _qb.y #define q7 _qb.z #define q8 _qb.w #define q9 _qc.x #define q10 _qc.y #define q11 _qc.z #define q12 _qc.w #define q13 _qd.x #define q14 _qd.y #define q15 _qd.z #define q16 _qd.w #define q17 _qe.x #define q18 _qe.y #define q19 _qe.z #define q20 _qe.w #define q21 _qf.x #define q22 _qf.y #define q23 _qf.z #define q24 _qf.w #define q25 _qg.x #define q26 _qg.y #define q27 _qg.z #define q28 _qg.w #define q29 _qh.x #define q30 _qh.y #define q31 _qh.z #define q32 _qh.w #define aspect _c0 #define texsize _c7 // .xy = (w,h); .zw = (1/(float)w, 1/(float)h) #define roam_cos _c8 #define roam_sin _c9 #define slow_roam_cos _c10 #define slow_roam_sin _c11 #define mip_x _c12.x #define mip_y _c12.y #define mip_xy _c12.xy #define mip_avg _c12.z #define blur1_min _c6.z #define blur1_max _c6.w #define blur2_min _c13.x #define blur2_max _c13.y #define blur3_min _c13.z #define blur3_max _c13.w #define sampler_FC_main sampler_fc_main #define sampler_PC_main sampler_pc_main #define sampler_FW_main sampler_fw_main #define sampler_PW_main sampler_pw_main #define GetMain(uv) (tex2D(sampler_main,uv).xyz) #define GetPixel(uv) (tex2D(sampler_main,uv).xyz) #define GetBlur1(uv) (tex2D(sampler_blur1,uv).xyz*_c5.x + _c5.y) #define GetBlur2(uv) (tex2D(sampler_blur2,uv).xyz*_c5.z + _c5.w) #define GetBlur3(uv) (tex2D(sampler_blur3,uv).xyz*_c6.x + _c6.y) #define lum(x) (dot(x,float3(0.32,0.49,0.29))) #define tex2d tex2D #define tex3d tex3D /usr/local/share/projectM/fonts/Vera.tff = echo_orienttex_angt5bInvert=0 presetrast_float4x1rsqrt#version 300 es layout(location = 0) in vec2 vertex_position; layout(location = 1) in vec2 vertex_texture; out vec2 fragment_texture; void main(){ gl_Position = vec4(vertex_position, 0.0, 1.0); fragment_texture = vertex_texture; } fc_projectM.cppnwavemodet3t8fWaveSmoothing=0.630000 parse_wavecode: failed to load (or create) custom wave (id = #version 140float2x2exp2#version 300 es precision mediump float; in vec2 fragment_texture; uniform sampler2D texture_sampler; uniform vec4 _c0; // source texsize (.xy), and inverse (.zw) uniform vec4 _c1; // w1..w4 uniform vec4 _c2; // d1..d4 uniform vec4 _c3; // scale, bias, w_div out vec4 color; void main(){ // LONG HORIZ. PASS 1: #define srctexsize _c0 #define w1 _c1.x #define w2 _c1.y #define w3 _c1.z #define w4 _c1.w #define d1 _c2.x #define d2 _c2.y #define d3 _c2.z #define d4 _c2.w #define fscale _c3.x #define fbias _c3.y #define w_div _c3.z // note: if you just take one sample at exactly uv.xy, you get an avg of 4 pixels. vec2 uv2 = fragment_texture.xy + srctexsize.zw*vec2(1.0,1.0); // + moves blur UP, LEFT by 1-pixel increments vec3 blur = ( texture( texture_sampler, uv2 + vec2( d1*srctexsize.z,0) ).xyz + texture( texture_sampler, uv2 + vec2(-d1*srctexsize.z,0) ).xyz)*w1 + ( texture( texture_sampler, uv2 + vec2( d2*srctexsize.z,0) ).xyz + texture( texture_sampler, uv2 + vec2(-d2*srctexsize.z,0) ).xyz)*w2 + ( texture( texture_sampler, uv2 + vec2( d3*srctexsize.z,0) ).xyz + texture( texture_sampler, uv2 + vec2(-d3*srctexsize.z,0) ).xyz)*w3 + ( texture( texture_sampler, uv2 + vec2( d4*srctexsize.z,0) ).xyz + texture( texture_sampler, uv2 + vec2(-d4*srctexsize.z,0) ).xyz)*w4 ; blur.xyz *= w_div; blur.xyz = blur.xyz*fscale + fbias; color.xyz = blur; color.w = 1.0; } Image loaded as an OpenGL texturepw_pcm()belowx != cbmodwavealphabyvolumet6CustomWave.cppfModWaveAlphaEnd=1.300000 per_frame#pragma optionNV(inline all)float3x2ddx#version 300 es precision mediump float; in vec2 fragment_texture; uniform sampler2D texture_sampler; uniform vec4 _c0; // source texsize (.xy), and inverse (.zw) uniform vec4 _c5; // w1,w2,d1,d2 uniform vec4 _c6; // w_div, edge_darken_c1, edge_darken_c2, edge_darken_c3 out vec4 color; void main(){ //SHORT VERTICAL PASS 2: #define srctexsize _c0 #define w1 _c5.x #define w2 _c5.y #define d1 _c5.z #define d2 _c5.w #define edge_darken_c1 _c6.y #define edge_darken_c2 _c6.z #define edge_darken_c3 _c6.w #define w_div _c6.x // note: if you just take one sample at exactly uv.xy, you get an avg of 4 pixels. vec2 uv2 = fragment_texture.xy + srctexsize.zw*vec2(0,0); // + moves blur UP, LEFT by TWO-pixel increments! (since texture is 1/2 the size of blur1_ps) vec3 blur = ( texture( texture_sampler, uv2 + vec2(0, d1*srctexsize.w) ).xyz + texture( texture_sampler, uv2 + vec2(0,-d1*srctexsize.w) ).xyz)*w1 + ( texture( texture_sampler, uv2 + vec2(0, d2*srctexsize.w) ).xyz + texture( texture_sampler, uv2 + vec2(0,-d2*srctexsize.w) ).xyz)*w2 ; blur.xyz *= w_div; // tone it down at the edges: (only happens on 1st X pass!) float t = min( min(fragment_texture.x, fragment_texture.y), 1.0-max(fragment_texture.x, fragment_texture.y) ); t = sqrt(t); t = edge_darken_c1 + edge_darken_c2*clamp(t*edge_darken_c3, 0.0, 1.0); blur.xyz *= t; color.xyz = blur; color.w = 1.0; } Invalid screenshot location  !"#  !"#infinitynantW*pR>' d'@B5qks@t       -+ 0X0x(null)              0123456789ABCDEF-0X+0X 0X-0x+0x 0xinfINFnanNAN.x9999774:4:78|:|:$888::T8h88ios_base::clearNSt3__28ios_baseEf88NSt3__29basic_iosIcNS_11char_traitsIcEEEE g8889NSt3__29basic_iosIwNS_11char_traitsIwEEEE g 98NSt3__215basic_streambufIcNS_11char_traitsIcEEEEfD9NSt3__215basic_streambufIwNS_11char_traitsIwEEEEf9NSt3__213basic_istreamIcNS_11char_traitsIcEEEEhg98NSt3__213basic_istreamIwNS_11char_traitsIwEEEEhg:89NSt3__213basic_ostreamIcNS_11char_traitsIcEEEEhgL:8NSt3__213basic_ostreamIwNS_11char_traitsIwEEEEhg:89u8;NSt3__210__stdinbufIcEE g ;x9unsupported locale for standard input;NSt3__210__stdinbufIwEE g;9,<NSt3__211__stdoutbufIcEE g<x9<NSt3__211__stdoutbufIwEE gx<9<C.UTF-8<LC_ALLLC_CTYPELC_NUMERICLC_TIMELC_COLLATELC_MONETARYLC_MESSAGESLANGC.UTF-8POSIXMUSL_LOCPATH>     `B  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`ABCDEFGHIJKLMNOPQRSTUVWXYZ{|}~H  !"#$%&'()*+,-./0123456789:;<=>?@abcdefghijklmnopqrstuvwxyz[\]^_`abcdefghijklmnopqrstuvwxyz{|}~0123456789abcdefABCDEFxX+-pPiInN%plllL%%p%I:%M:%S %p%H:%M%m/%d/%y%Y-%m-%d%I:%M:%S %p%H:%M%H:%M:%S%Lf0123456789%.0LfC(SSRSS     truetruefalsefalse%m/%d/%y%m/%d/%y%H:%M:%S%H:%M:%S%a %b %d %H:%M:%S %Y%a %b %d %H:%M:%S %Y%I:%M:%S %p%I:%M:%S %pONSt3__26locale5facetE gOepPNSt3__25ctypeIwEENSt3__210ctype_baseEfRPhg@POhPQ !"#$NSt3__27codecvtIcc11__mbstate_tEENSt3__212codecvt_baseEfPhgPOPxQ%&'()*+,NSt3__27codecvtIDsc11__mbstate_tEEhgTQOPQ-./01234NSt3__27codecvtIDic11__mbstate_tEEhgQOP`R5./01234NSt3__216__narrow_to_utf8ILm32EEE g?@UABCDEFGHIJKLNSt3__27num_getIcNS_19istreambuf_iteratorIcNS_11char_traitsIcEEEEEENSt3__29__num_getIcEENSt3__214__num_get_baseEfThgTThgpTOTUMNOPQRSTUVWXNSt3__27num_getIwNS_19istreambuf_iteratorIwNS_11char_traitsIwEEEEEENSt3__29__num_getIwEEhgUThgdUOUVYZ[\]^_`aNSt3__27num_putIcNS_19ostreambuf_iteratorIcNS_11char_traitsIcEEEEEENSt3__29__num_putIcEENSt3__214__num_put_baseEfVhgpVVhg,VOVWbcdefghijNSt3__27num_putIwNS_19ostreambuf_iteratorIwNS_11char_traitsIwEEEEEENSt3__29__num_putIwEEhgXWVhgWOpWXklmnopqrsXtuvwxyzNSt3__28time_getIcNS_19istreambuf_iteratorIcNS_11char_traitsIcEEEEEENSt3__29time_baseEfAXNSt3__220__time_get_c_storageIcEEf\XhgWOTXXtY{|}~tYNSt3__28time_getIwNS_19istreambuf_iteratorIwNS_11char_traitsIwEEEEEENSt3__220__time_get_c_storageIwEEfIYhgYOTXlYZNSt3__28time_putIcNS_19ostreambuf_iteratorIcNS_11char_traitsIcEEEEEENSt3__210__time_putEfYhgYOZZNSt3__28time_putIwNS_19ostreambuf_iteratorIwNS_11char_traitsIwEEEEEEhgPZOZ,[NSt3__210moneypunctIcLb0EEENSt3__210money_baseEf 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exceeds maximum supported sizeXtuvwxyzlYeNSt3__214__shared_countEfebasic_stringvector__cxa_guard_acquire detected recursive initializationPure virtual function called!std::exceptioneSt9exceptionfeeSt11logic_error gee fSt12length_error g fepfstd::bad_castSt9type_infofNfSt8bad_cast gdfeN10__cxxabiv116__shim_type_infoE g|f\fN10__cxxabiv117__class_type_infoE gfffTgN10__cxxabiv120__si_class_type_infoE g,gfgN10__cxxabiv121__vmi_class_type_infoE ggfglGenQueriesglDeleteQueriesglIsQueryglBeginQueryglEndQueryglQueryCounterglGetQueryivglGetQueryObjectivglGetQueryObjectuivglGetQueryObjecti64vglGetQueryObjectui64vglBindVertexArrayglDeleteVertexArraysglGenVertexArraysglIsVertexArrayglDrawBuffersglDrawArraysInstancedglDrawElementsInstancedglVertexAttribDivisorglActiveTextureglAttachShaderglBindAttribLocationglBindBufferglBindFramebufferglBindRenderbufferglBindTextureglBlendColorglBlendEquationglBlendEquationSeparateglBlendFuncglBlendFuncSeparateglBufferDataglBufferSubDataglCheckFramebufferStatusglClearglClearColorglClearDepthfglClearStencilglColorMaskglCompileShaderglCompressedTexImage2DglCompressedTexSubImage2DglCopyTexImage2DglCopyTexSubImage2DglCreateProgramglCreateShaderglCullFaceglDeleteBuffersglDeleteFramebuffersglDeleteProgramglDeleteRenderbuffersglDeleteShaderglDeleteTexturesglDepthFuncglDepthMaskglDepthRangefglDetachShaderglDisableglDisableVertexAttribArrayglDrawArraysglDrawElementsglEnableglEnableVertexAttribArrayglFinishglFlushglFramebufferRenderbufferglFramebufferTexture2DglFrontFaceglGenBuffersglGenerateMipmapglGenFramebuffersglGenRenderbuffersglGenTexturesglGetActiveAttribglGetActiveUniformglGetAttachedShadersglGetAttribLocationglGetBooleanvglGetBufferParameterivglGetErrorglGetFloatvglGetFramebufferAttachmentParameterivglGetIntegervglGetProgramivglGetProgramInfoLogglGetRenderbufferParameterivglGetShaderivglGetShaderInfoLogglGetShaderPrecisionFormatglGetShaderSourceglGetStringglGetTexParameterfvglGetTexParameterivglGetUniformfvglGetUniformivglGetUniformLocationglGetVertexAttribfvglGetVertexAttribivglGetVertexAttribPointervglHintglIsBufferglIsEnabledglIsFramebufferglIsProgramglIsRenderbufferglIsShaderglIsTextureglLineWidthglLinkProgramglPixelStoreiglPolygonOffsetglReadPixelsglReleaseShaderCompilerglRenderbufferStorageglSampleCoverageglScissorglShaderBinaryglShaderSourceglStencilFuncglStencilFuncSeparateglStencilMaskglStencilMaskSeparateglStencilOpglStencilOpSeparateglTexImage2DglTexParameterfglTexParameterfvglTexParameteriglTexParameterivglTexSubImage2DglUniform1fglUniform1fvglUniform1iglUniform1ivglUniform2fglUniform2fvglUniform2iglUniform2ivglUniform3fglUniform3fvglUniform3iglUniform3ivglUniform4fglUniform4fvglUniform4iglUniform4ivglUniformMatrix2fvglUniformMatrix3fvglUniformMatrix4fvglUseProgramglValidateProgramglVertexAttrib1fglVertexAttrib1fvglVertexAttrib2fglVertexAttrib2fvglVertexAttrib3fglVertexAttrib3fvglVertexAttrib4fglVertexAttrib4fvglVertexAttribPointerglViewportglGenQueriesEXTglDeleteQueriesEXTglIsQueryEXTglBeginQueryEXTglEndQueryEXTglQueryCounterEXTglGetQueryivEXTglGetQueryObjectivEXTglGetQueryObjectuivEXTglGetQueryObjecti64vEXTglGetQueryObjectui64vEXTglBindVertexArrayOESglDeleteVertexArraysOESglGenVertexArraysOESglIsVertexArrayOESglDrawBuffersWEBGLglDrawArraysInstancedANGLEglDrawElementsInstancedANGLEglVertexAttribDivisorANGLEEXTARBOESANGLEWEBGL|} 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