Application bugs worked around in this file:
============================================
+* Unigine Heaven 3.0 and older contain too many bugs and can't be supported
+ by drivers that want to be compliant.
+
* 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.
</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 OilRush (32-bit)" executable="OilRush_x86">
<option name="disable_blend_func_extended" value="true" />
+ <option name="allow_glsl_extension_directive_midshader" value="true" />
</application>
<application name="Unigine OilRush (64-bit)" executable="OilRush_x64">
<option name="disable_blend_func_extended" value="true" />
+ <option name="allow_glsl_extension_directive_midshader" value="true" />
</application>
<application name="Savage 2" executable="savage2.bin">
<application name="Topogun (64-bit)" executable="topogun64">
<option name="always_have_depth_buffer" value="true" />
</application>
+
+ <application name="Dead Island" executable="DeadIslandGame">
+ <option name="allow_glsl_extension_directive_midshader" value="true" />
+ </application>
+
+ <application name="Second Life" executable="do-not-directly-run-secondlife-bin">
+ <option name="allow_glsl_extension_directive_midshader" value="true" />
+ </application>
</device>
</driconf>