i cannot get dolfin to run it said to ask you guys and to post the error log btw ive ran dolfin on computers with worse specs and it worked fine on them:
//Pixel Shader for TEV stages
//3 TEV stages, 2 texgens, XXX IND stages
uniform sampler2D samp0 : register(s0), samp1 : register(s1), samp2 : register(s2), samp3 : register(s3), samp4 : register(s4), samp5 : register(s5), samp6 : register(s6), samp7 : register(s7);
uniform float4 color[4] : register(c0);
uniform float4 k[4] : register(c4);
uniform float4 alphaRef[1] : register(c8);
uniform float4 texdim[8] : register(c9);
uniform float4 czbias[2] : register(c17);
uniform float4 cindscale[2] : register(c19);
uniform float4 cindmtx[6] : register(c21);
uniform float4 cfog[3] : register(c27);
void main(
out float4 ocol0 : COLOR0,
in float4 rawpos : POSITION,
in float4 colors_0 : COLOR0,
in float4 colors_1 : COLOR1,
in float3 uv0 : TEXCOORD0,
in float3 uv1 : TEXCOORD1,
in float4 clipPos : TEXCOORD2 ) {
float4 c0 = color[1], c1 = color[2], c2 = color[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f);
float3 comp16 = float3(1.0f, 255.0f, 0.0f), comp24 = float3(1.0f, 255.0f, 255.0f*255.0f);
float4 alphabump=float4(0.0f,0.0f,0.0f,0.0f);
float3 tevcoord=float3(0.0f, 0.0f, 0.0f);
float2 wrappedcoord=float2(0.0f,0.0f), tempcoord=float2(0.0f,0.0f);
float4 cc0=float4(0.0f,0.0f,0.0f,0.0f), cc1=float4(0.0f,0.0f,0.0f,0.0f);
float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);
float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);
clipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);
uv0.xy = uv0.xy * texdim[0].zw;
if (uv1.z) uv1.xy = uv1.xy / uv1.z;
uv1.xy = uv1.xy * texdim[1].zw;
// TEV stage 0
rastemp = colors_0.rgba;
crastemp = frac(rastemp * (255.0f/256.0f)) * (256.0f/255.0f);
tevcoord.xy = uv0.xy;
textemp=tex2D(samp0,tevcoord.xy * texdim[0].xy).rgba;
// color combine
prev.rgb = saturate((textemp.rgb)*(crastemp.rgb));
// alpha combine
prev.a = saturate(crastemp.a*textemp.a);
// TEV done
// TEV stage 1
tevcoord.xy = uv1.xy;
textemp=tex2D(samp1,tevcoord.xy * texdim[1].xy).rgba;
konsttemp = float4(k[1].rrr, k[0].a);
ckonsttemp = frac(konsttemp * (255.0f/256.0f)) * (256.0f/255.0f);
// color combine
c2.rgb = saturate((textemp.rgb)+float3(1.0f, 1.0f, 1.0f)*(ckonsttemp.rgb));
// alpha combine
prev.a = prev.a+float4(0.0f, 0.0f, 0.0f, 0.0f).a;
// TEV done
// TEV stage 2
textemp = float4(1.0f, 1.0f, 1.0f, 1.0f);
konsttemp = float4(k[0].rgb, k[3].a);
ckonsttemp = frac(konsttemp * (255.0f/256.0f)) * (256.0f/255.0f);
cprev = frac(prev * (255.0f/256.0f)) * (256.0f/255.0f);
cc2 = frac(c2 * (255.0f/256.0f)) * (256.0f/255.0f);
// color combine
prev.rgb = saturate(4.0f*((c0.rgb)+lerp((ckonsttemp.rgb), (cc2.rgb), (cprev.rgb))));
// alpha combine
prev.a = ckonsttemp.a*cprev.a;
// TEV done
prev.rgb = prev.rgb;
prev.a = prev.a;
prev = frac(4.0f + prev * (255.0f/256.0f)) * (256.0f/255.0f);
float zCoord = czbias[1].x + (clipPos.z / clipPos.w) * czbias[1].y;
float ze = cfog[1].x / (cfog[1].y - (zCoord / cfog[1].w));
float x_adjust = (2.0f * (clipPos.x / cfog[2].y)) - 1.0f - cfog[2].x;
x_adjust = sqrt(x_adjust * x_adjust + cfog[2].z * cfog[2].z) / cfog[2].z;
ze *= x_adjust;
float fog = saturate(ze - cfog[1].z);
prev.rgb = lerp(prev.rgb,cfog[0].rgb,fog);
ocol0 = prev;
}
//Pixel Shader for TEV stages
//3 TEV stages, 2 texgens, XXX IND stages
uniform sampler2D samp0 : register(s0), samp1 : register(s1), samp2 : register(s2), samp3 : register(s3), samp4 : register(s4), samp5 : register(s5), samp6 : register(s6), samp7 : register(s7);
uniform float4 color[4] : register(c0);
uniform float4 k[4] : register(c4);
uniform float4 alphaRef[1] : register(c8);
uniform float4 texdim[8] : register(c9);
uniform float4 czbias[2] : register(c17);
uniform float4 cindscale[2] : register(c19);
uniform float4 cindmtx[6] : register(c21);
uniform float4 cfog[3] : register(c27);
void main(
out float4 ocol0 : COLOR0,
in float4 rawpos : POSITION,
in float4 colors_0 : COLOR0,
in float4 colors_1 : COLOR1,
in float3 uv0 : TEXCOORD0,
in float3 uv1 : TEXCOORD1,
in float4 clipPos : TEXCOORD2 ) {
float4 c0 = color[1], c1 = color[2], c2 = color[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f);
float3 comp16 = float3(1.0f, 255.0f, 0.0f), comp24 = float3(1.0f, 255.0f, 255.0f*255.0f);
float4 alphabump=float4(0.0f,0.0f,0.0f,0.0f);
float3 tevcoord=float3(0.0f, 0.0f, 0.0f);
float2 wrappedcoord=float2(0.0f,0.0f), tempcoord=float2(0.0f,0.0f);
float4 cc0=float4(0.0f,0.0f,0.0f,0.0f), cc1=float4(0.0f,0.0f,0.0f,0.0f);
float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);
float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);
clipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);
uv0.xy = uv0.xy * texdim[0].zw;
if (uv1.z) uv1.xy = uv1.xy / uv1.z;
uv1.xy = uv1.xy * texdim[1].zw;
// TEV stage 0
rastemp = colors_0.rgba;
crastemp = frac(rastemp * (255.0f/256.0f)) * (256.0f/255.0f);
tevcoord.xy = uv0.xy;
textemp=tex2D(samp0,tevcoord.xy * texdim[0].xy).rgba;
// color combine
prev.rgb = saturate((textemp.rgb)*(crastemp.rgb));
// alpha combine
prev.a = saturate(crastemp.a*textemp.a);
// TEV done
// TEV stage 1
tevcoord.xy = uv1.xy;
textemp=tex2D(samp1,tevcoord.xy * texdim[1].xy).rgba;
konsttemp = float4(k[1].rrr, k[0].a);
ckonsttemp = frac(konsttemp * (255.0f/256.0f)) * (256.0f/255.0f);
// color combine
c2.rgb = saturate((textemp.rgb)+float3(1.0f, 1.0f, 1.0f)*(ckonsttemp.rgb));
// alpha combine
prev.a = prev.a+float4(0.0f, 0.0f, 0.0f, 0.0f).a;
// TEV done
// TEV stage 2
textemp = float4(1.0f, 1.0f, 1.0f, 1.0f);
konsttemp = float4(k[0].rgb, k[3].a);
ckonsttemp = frac(konsttemp * (255.0f/256.0f)) * (256.0f/255.0f);
cprev = frac(prev * (255.0f/256.0f)) * (256.0f/255.0f);
cc2 = frac(c2 * (255.0f/256.0f)) * (256.0f/255.0f);
// color combine
prev.rgb = saturate(4.0f*((c0.rgb)+lerp((ckonsttemp.rgb), (cc2.rgb), (cprev.rgb))));
// alpha combine
prev.a = ckonsttemp.a*cprev.a;
// TEV done
prev.rgb = prev.rgb;
prev.a = prev.a;
prev = frac(4.0f + prev * (255.0f/256.0f)) * (256.0f/255.0f);
float zCoord = czbias[1].x + (clipPos.z / clipPos.w) * czbias[1].y;
float ze = cfog[1].x / (cfog[1].y - (zCoord / cfog[1].w));
float x_adjust = (2.0f * (clipPos.x / cfog[2].y)) - 1.0f - cfog[2].x;
x_adjust = sqrt(x_adjust * x_adjust + cfog[2].z * cfog[2].z) / cfog[2].z;
ze *= x_adjust;
float fog = saturate(ze - cfog[1].z);
prev.rgb = lerp(prev.rgb,cfog[0].rgb,fog);
ocol0 = prev;
}