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QeffectsGL initialized at Tue Sep 11 09:46:56 2012
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Settings: C:\Users\Den\Desktop\ \sborka new\QeffectsGL.ini
Module: hl.exe
Loading "C:\Windows\system32\opengl32.dll": success
Loading functions: success
Using extension: GL_ARB_multitexture (8 TMU)
Using extension: GL_ARB_texture_rectangle
Using extension: GL_ARB_depth_texture
Using extension: GL_EXT_texture_edge_clamp
Using extension: GL_EXT_texture_filter_anisotropic (max 16)
Using extension: GL_ARB_framebuffer_object
Using extension: GL_ARB_shader_objects
Using extension: GL_ARB_shading_language_100
Using extension: GL_ARB_vertex_shader
Using extension: GL_ARB_fragment_shader
InitializeGL
Checking hardware caps:
Bloom effect: DISABLED
SSAO effect: DISABLED
Color correction: YES
Emboss: DISABLED
DOF effect: YES
ERROR: Failed to compile fragment shader:

#extension GL_ARB_texture_rectangle : enable
uniform vec4 Local0;
uniform sampler2DRect Texture0;
float read_depth( vec2 coord )
{
return Local0.x / (Local0.y + Local0.x - texture2DRect( Texture0, coord ).r * Local0.y);
}
void main(void)
{
gl_FragColor.rgb = read_depth( gl_TexCoord[0].xy );
gl_FragColor.a = 1.0;
}

Compile log: ERROR: 0:10: 'assign' : cannot convert from 'float' to '3-component vector of float'


ShutdownGL

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QeffectsGL shutdown at Tue Sep 11 09:47:59 2012
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