CTEST_FULL_OUTPUT (Avoid ctest truncation of output) Current framebuffer is bind to the system one draw buffer 0=GL_BACK draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_BACK Current framebuffer is bind to the system one draw buffer 0=GL_BACK draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_BACK BEFORE isValid0 AFTER isValid0 Current framebuffer is bind to the system one draw buffer 0=GL_BACK draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_BACK BEFORE isValid1 AFTER isValid1 Current framebuffer is bind to the system one draw buffer 0=GL_BACK draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_BACK BEFORE isValid2 AFTER isValid2 Current framebuffer is bind to the system one draw buffer 0=GL_BACK draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_BACK Current framebuffer is bind to framebuffer object 1 color attachement 0: this attachment is a texture with name: 2 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 1: this attachment is empty color attachement 2: this attachment is empty color attachement 3: this attachment is empty color attachement 4: this attachment is empty color attachement 5: this attachment is empty color attachement 6: this attachment is empty color attachement 7: this attachment is empty depth attachement : this attachment is a renderbuffer this attachment is a renderbuffer with name: 1 renderbuffer width=301 renderbuffer height=300 renderbuffer internal format=0x81a6 renderbuffer actual resolution for the red component=0 renderbuffer actual resolution for the green component=0 renderbuffer actual resolution for the blue component=0 renderbuffer actual resolution for the alpha component=0 renderbuffer actual resolution for the depth component=24 renderbuffer actual resolution for the stencil component=0 stencil attachement : this attachment is empty draw buffer 0=GL_COLOR_ATTACHMENT0_EXT draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_COLOR_ATTACHMENT0_EXT Current framebuffer is bind to framebuffer object 1 color attachement 0: this attachment is a texture with name: 2 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 1: this attachment is a texture with name: 3 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 2: this attachment is empty color attachement 3: this attachment is empty color attachement 4: this attachment is empty color attachement 5: this attachment is empty color attachement 6: this attachment is empty color attachement 7: this attachment is empty depth attachement : this attachment is a renderbuffer this attachment is a renderbuffer with name: 1 renderbuffer width=301 renderbuffer height=300 renderbuffer internal format=0x81a6 renderbuffer actual resolution for the red component=0 renderbuffer actual resolution for the green component=0 renderbuffer actual resolution for the blue component=0 renderbuffer actual resolution for the alpha component=0 renderbuffer actual resolution for the depth component=24 renderbuffer actual resolution for the stencil component=0 stencil attachement : this attachment is empty draw buffer 0=GL_COLOR_ATTACHMENT0_EXT draw buffer 1=GL_COLOR_ATTACHMENT1_EXT draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_COLOR_ATTACHMENT0_EXT Current framebuffer is bind to framebuffer object 1 color attachement 0: this attachment is a texture with name: 2 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 1: this attachment is empty color attachement 2: this attachment is empty color attachement 3: this attachment is empty color attachement 4: this attachment is empty color attachement 5: this attachment is empty color attachement 6: this attachment is empty color attachement 7: this attachment is empty depth attachement : this attachment is a renderbuffer this attachment is a renderbuffer with name: 1 renderbuffer width=301 renderbuffer height=300 renderbuffer internal format=0x81a6 renderbuffer actual resolution for the red component=0 renderbuffer actual resolution for the green component=0 renderbuffer actual resolution for the blue component=0 renderbuffer actual resolution for the alpha component=0 renderbuffer actual resolution for the depth component=24 renderbuffer actual resolution for the stencil component=0 stencil attachement : this attachment is empty draw buffer 0=GL_COLOR_ATTACHMENT0_EXT draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_COLOR_ATTACHMENT0_EXT Current framebuffer is bind to framebuffer object 1 color attachement 0: this attachment is a texture with name: 2 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 1: this attachment is empty color attachement 2: this attachment is empty color attachement 3: this attachment is empty color attachement 4: this attachment is empty color attachement 5: this attachment is empty color attachement 6: this attachment is empty color attachement 7: this attachment is empty depth attachement : this attachment is a renderbuffer this attachment is a renderbuffer with name: 1 renderbuffer width=301 renderbuffer height=300 renderbuffer internal format=0x81a6 renderbuffer actual resolution for the red component=0 renderbuffer actual resolution for the green component=0 renderbuffer actual resolution for the blue component=0 renderbuffer actual resolution for the alpha component=0 renderbuffer actual resolution for the depth component=24 renderbuffer actual resolution for the stencil component=0 stencil attachement : this attachment is empty draw buffer 0=GL_COLOR_ATTACHMENT0_EXT draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_COLOR_ATTACHMENT0_EXT There are 18 active uniform variables. 0 vec3 cameraPosition={0.5 0.5 3.84607} 1 sampler1D colorTexture=1 (Texture Unit)->4 (Texture Object) 2 sampler3D dataSetTexture=0 (Texture Unit)->7 (Texture Object) 3 sampler2D depthTexture=3 (Texture Unit)->1 (Texture Object) 4 sampler2D frameBufferTexture=4 (Texture Unit)->3 (Texture Object) 5 vec3 highBounds={0.996063 0.996063 0.996063} 6 vec2 invOriginalWindowSize={0.00332226 0.00333333} 7 vec2 invWindowSize={0.00332226 0.00333333} 8 vec3 lowBounds={0.00393701 0.00393701 0.00393701} 9 vec3 matrix1={4 4 4} 10 vec3 matrix2={0 0 0} 11 sampler2D noiseTexture=6 (Texture Unit)->5 (Texture Object) 12 sampler1D opacityTexture=2 (Texture Unit)->6 (Texture Object) 13 float sampleDistance=0.015873 14 mat4 textureToEye={0.5 -0 0 -0 -0 0.5 -0 0 0 -0 0.5 -0 0.5 0.5 3.84607 1} 15 vec2 windowLowerLeftCorner={0 0} 16 float gl_DepthRange.far= 17 mat4 gl_ProjectionMatrixInverse={} Current framebuffer is bind to the system one draw buffer 0=GL_BACK draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_BACK Current framebuffer is bind to the system one draw buffer 0=GL_BACK draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_BACK BEFORE isValid0 AFTER isValid0 Current framebuffer is bind to the system one draw buffer 0=GL_BACK draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_BACK BEFORE isValid1 AFTER isValid1 Current framebuffer is bind to the system one draw buffer 0=GL_BACK draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_BACK BEFORE isValid2 AFTER isValid2 Current framebuffer is bind to the system one draw buffer 0=GL_BACK draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_BACK Current framebuffer is bind to framebuffer object 1 color attachement 0: this attachment is a texture with name: 2 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 1: this attachment is a texture with name: 8 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 2: this attachment is empty color attachement 3: this attachment is empty color attachement 4: this attachment is empty color attachement 5: this attachment is empty color attachement 6: this attachment is empty color attachement 7: this attachment is empty depth attachement : this attachment is a renderbuffer this attachment is a renderbuffer with name: 1 renderbuffer width=301 renderbuffer height=300 renderbuffer internal format=0x81a6 renderbuffer actual resolution for the red component=0 renderbuffer actual resolution for the green component=0 renderbuffer actual resolution for the blue component=0 renderbuffer actual resolution for the alpha component=0 renderbuffer actual resolution for the depth component=24 renderbuffer actual resolution for the stencil component=0 stencil attachement : this attachment is empty draw buffer 0=GL_COLOR_ATTACHMENT0_EXT draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_COLOR_ATTACHMENT0_EXT Current framebuffer is bind to framebuffer object 1 color attachement 0: this attachment is a texture with name: 2 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 1: this attachment is a texture with name: 3 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 2: this attachment is empty color attachement 3: this attachment is empty color attachement 4: this attachment is empty color attachement 5: this attachment is empty color attachement 6: this attachment is empty color attachement 7: this attachment is empty depth attachement : this attachment is a renderbuffer this attachment is a renderbuffer with name: 1 renderbuffer width=301 renderbuffer height=300 renderbuffer internal format=0x81a6 renderbuffer actual resolution for the red component=0 renderbuffer actual resolution for the green component=0 renderbuffer actual resolution for the blue component=0 renderbuffer actual resolution for the alpha component=0 renderbuffer actual resolution for the depth component=24 renderbuffer actual resolution for the stencil component=0 stencil attachement : this attachment is empty draw buffer 0=GL_COLOR_ATTACHMENT0_EXT draw buffer 1=GL_COLOR_ATTACHMENT1_EXT draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_COLOR_ATTACHMENT0_EXT Current framebuffer is bind to framebuffer object 1 color attachement 0: this attachment is a texture with name: 2 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 1: this attachment is empty color attachement 2: this attachment is empty color attachement 3: this attachment is empty color attachement 4: this attachment is empty color attachement 5: this attachment is empty color attachement 6: this attachment is empty color attachement 7: this attachment is empty depth attachement : this attachment is a renderbuffer this attachment is a renderbuffer with name: 1 renderbuffer width=301 renderbuffer height=300 renderbuffer internal format=0x81a6 renderbuffer actual resolution for the red component=0 renderbuffer actual resolution for the green component=0 renderbuffer actual resolution for the blue component=0 renderbuffer actual resolution for the alpha component=0 renderbuffer actual resolution for the depth component=24 renderbuffer actual resolution for the stencil component=0 stencil attachement : this attachment is empty draw buffer 0=GL_COLOR_ATTACHMENT0_EXT draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_COLOR_ATTACHMENT0_EXT Current framebuffer is bind to framebuffer object 1 color attachement 0: this attachment is a texture with name: 8 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 1: this attachment is a texture with name: 9 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 2: this attachment is empty color attachement 3: this attachment is empty color attachement 4: this attachment is empty color attachement 5: this attachment is empty color attachement 6: this attachment is empty color attachement 7: this attachment is empty depth attachement : this attachment is a renderbuffer this attachment is a renderbuffer with name: 1 renderbuffer width=301 renderbuffer height=300 renderbuffer internal format=0x81a6 renderbuffer actual resolution for the red component=0 renderbuffer actual resolution for the green component=0 renderbuffer actual resolution for the blue component=0 renderbuffer actual resolution for the alpha component=0 renderbuffer actual resolution for the depth component=24 renderbuffer actual resolution for the stencil component=0 stencil attachement : this attachment is empty draw buffer 0=GL_COLOR_ATTACHMENT0_EXT draw buffer 1=GL_COLOR_ATTACHMENT1_EXT draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_COLOR_ATTACHMENT0_EXT Current framebuffer is bind to framebuffer object 1 color attachement 0: this attachment is a texture with name: 2 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 1: this attachment is a texture with name: 8 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 2: this attachment is empty color attachement 3: this attachment is empty color attachement 4: this attachment is empty color attachement 5: this attachment is empty color attachement 6: this attachment is empty color attachement 7: this attachment is empty depth attachement : this attachment is a renderbuffer this attachment is a renderbuffer with name: 1 renderbuffer width=301 renderbuffer height=300 renderbuffer internal format=0x81a6 renderbuffer actual resolution for the red component=0 renderbuffer actual resolution for the green component=0 renderbuffer actual resolution for the blue component=0 renderbuffer actual resolution for the alpha component=0 renderbuffer actual resolution for the depth component=24 renderbuffer actual resolution for the stencil component=0 stencil attachement : this attachment is empty draw buffer 0=GL_COLOR_ATTACHMENT0_EXT draw buffer 1=GL_COLOR_ATTACHMENT1_EXT draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_COLOR_ATTACHMENT0_EXT There are 17 active uniform variables. 0 vec3 cameraPosition={0.5 0.5 3.84607} 1 sampler3D dataSetTexture=0 (Texture Unit)->7 (Texture Object) 2 sampler2D depthTexture=3 (Texture Unit)->1 (Texture Object) 3 vec3 highBounds={0.996063 0.996063 0.996063} 4 vec2 invOriginalWindowSize={0.00332226 0.00333333} 5 vec2 invWindowSize={0.00332226 0.00333333} 6 vec3 lowBounds={0.00393701 0.00393701 0.00393701} 7 vec3 matrix1={4 4 4} 8 vec3 matrix2={0 0 0} 9 sampler2D noiseTexture=6 (Texture Unit)->5 (Texture Object) 10 sampler1D opacityTexture=2 (Texture Unit)->6 (Texture Object) 11 float sampleDistance=0.015873 12 sampler2D scalarBufferTexture=5 (Texture Unit)->9 (Texture Object) 13 mat4 textureToEye={0.5 -0 0 -0 -0 0.5 -0 0 0 -0 0.5 -0 0.5 0.5 3.84607 1} 14 vec2 windowLowerLeftCorner={0 0} 15 float gl_DepthRange.far= 16 mat4 gl_ProjectionMatrixInverse={} Current framebuffer is bind to the system one draw buffer 0=GL_BACK draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_BACK Current framebuffer is bind to the system one draw buffer 0=GL_BACK draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_BACK BEFORE isValid0 AFTER isValid0 Current framebuffer is bind to the system one draw buffer 0=GL_BACK draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_BACK BEFORE isValid1 AFTER isValid1 Current framebuffer is bind to the system one draw buffer 0=GL_BACK draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_BACK BEFORE isValid2 AFTER isValid2 Current framebuffer is bind to the system one draw buffer 0=GL_BACK draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_BACK Current framebuffer is bind to framebuffer object 1 color attachement 0: this attachment is a texture with name: 2 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 1: this attachment is a texture with name: 8 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 2: this attachment is empty color attachement 3: this attachment is empty color attachement 4: this attachment is empty color attachement 5: this attachment is empty color attachement 6: this attachment is empty color attachement 7: this attachment is empty depth attachement : this attachment is a renderbuffer this attachment is a renderbuffer with name: 1 renderbuffer width=301 renderbuffer height=300 renderbuffer internal format=0x81a6 renderbuffer actual resolution for the red component=0 renderbuffer actual resolution for the green component=0 renderbuffer actual resolution for the blue component=0 renderbuffer actual resolution for the alpha component=0 renderbuffer actual resolution for the depth component=24 renderbuffer actual resolution for the stencil component=0 stencil attachement : this attachment is empty draw buffer 0=GL_COLOR_ATTACHMENT0_EXT draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_COLOR_ATTACHMENT1_EXT Current framebuffer is bind to framebuffer object 1 color attachement 0: this attachment is a texture with name: 2 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 1: this attachment is a texture with name: 3 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 2: this attachment is empty color attachement 3: this attachment is empty color attachement 4: this attachment is empty color attachement 5: this attachment is empty color attachement 6: this attachment is empty color attachement 7: this attachment is empty depth attachement : this attachment is a renderbuffer this attachment is a renderbuffer with name: 1 renderbuffer width=301 renderbuffer height=300 renderbuffer internal format=0x81a6 renderbuffer actual resolution for the red component=0 renderbuffer actual resolution for the green component=0 renderbuffer actual resolution for the blue component=0 renderbuffer actual resolution for the alpha component=0 renderbuffer actual resolution for the depth component=24 renderbuffer actual resolution for the stencil component=0 stencil attachement : this attachment is empty draw buffer 0=GL_COLOR_ATTACHMENT0_EXT draw buffer 1=GL_COLOR_ATTACHMENT1_EXT draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_COLOR_ATTACHMENT1_EXT Current framebuffer is bind to framebuffer object 1 color attachement 0: this attachment is a texture with name: 2 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 1: this attachment is empty color attachement 2: this attachment is empty color attachement 3: this attachment is empty color attachement 4: this attachment is empty color attachement 5: this attachment is empty color attachement 6: this attachment is empty color attachement 7: this attachment is empty depth attachement : this attachment is a renderbuffer this attachment is a renderbuffer with name: 1 renderbuffer width=301 renderbuffer height=300 renderbuffer internal format=0x81a6 renderbuffer actual resolution for the red component=0 renderbuffer actual resolution for the green component=0 renderbuffer actual resolution for the blue component=0 renderbuffer actual resolution for the alpha component=0 renderbuffer actual resolution for the depth component=24 renderbuffer actual resolution for the stencil component=0 stencil attachement : this attachment is empty draw buffer 0=GL_COLOR_ATTACHMENT0_EXT draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_COLOR_ATTACHMENT1_EXT Current framebuffer is bind to framebuffer object 1 color attachement 0: this attachment is a texture with name: 8 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 1: this attachment is a texture with name: 9 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 2: this attachment is empty color attachement 3: this attachment is empty color attachement 4: this attachment is empty color attachement 5: this attachment is empty color attachement 6: this attachment is empty color attachement 7: this attachment is empty depth attachement : this attachment is a renderbuffer this attachment is a renderbuffer with name: 1 renderbuffer width=301 renderbuffer height=300 renderbuffer internal format=0x81a6 renderbuffer actual resolution for the red component=0 renderbuffer actual resolution for the green component=0 renderbuffer actual resolution for the blue component=0 renderbuffer actual resolution for the alpha component=0 renderbuffer actual resolution for the depth component=24 renderbuffer actual resolution for the stencil component=0 stencil attachement : this attachment is empty draw buffer 0=GL_COLOR_ATTACHMENT0_EXT draw buffer 1=GL_COLOR_ATTACHMENT1_EXT draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_COLOR_ATTACHMENT1_EXT Current framebuffer is bind to framebuffer object 1 color attachement 0: this attachment is a texture with name: 2 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 1: this attachment is a texture with name: 8 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 2: this attachment is empty color attachement 3: this attachment is empty color attachement 4: this attachment is empty color attachement 5: this attachment is empty color attachement 6: this attachment is empty color attachement 7: this attachment is empty depth attachement : this attachment is a renderbuffer this attachment is a renderbuffer with name: 1 renderbuffer width=301 renderbuffer height=300 renderbuffer internal format=0x81a6 renderbuffer actual resolution for the red component=0 renderbuffer actual resolution for the green component=0 renderbuffer actual resolution for the blue component=0 renderbuffer actual resolution for the alpha component=0 renderbuffer actual resolution for the depth component=24 renderbuffer actual resolution for the stencil component=0 stencil attachement : this attachment is empty draw buffer 0=GL_COLOR_ATTACHMENT0_EXT draw buffer 1=GL_COLOR_ATTACHMENT1_EXT draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_COLOR_ATTACHMENT1_EXT There are 17 active uniform variables. 0 vec3 cameraPosition={0.5 0.5 3.84607} 1 sampler3D dataSetTexture=0 (Texture Unit)->7 (Texture Object) 2 sampler2D depthTexture=3 (Texture Unit)->1 (Texture Object) 3 vec3 highBounds={0.996063 0.996063 0.996063} 4 vec2 invOriginalWindowSize={0.00332226 0.00333333} 5 vec2 invWindowSize={0.00332226 0.00333333} 6 vec3 lowBounds={0.00393701 0.00393701 0.00393701} 7 vec3 matrix1={4 4 4} 8 vec3 matrix2={0 0 0} 9 sampler2D noiseTexture=6 (Texture Unit)->5 (Texture Object) 10 sampler1D opacityTexture=2 (Texture Unit)->6 (Texture Object) 11 float sampleDistance=0.015873 12 sampler2D scalarBufferTexture=5 (Texture Unit)->9 (Texture Object) 13 mat4 textureToEye={0.5 -0 0 -0 -0 0.5 -0 0 0 -0 0.5 -0 0.5 0.5 3.84607 1} 14 vec2 windowLowerLeftCorner={0 0} 15 float gl_DepthRange.far= 16 mat4 gl_ProjectionMatrixInverse={} Current framebuffer is bind to the system one draw buffer 0=GL_BACK draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_BACK Current framebuffer is bind to the system one draw buffer 0=GL_BACK draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_BACK BEFORE isValid0 AFTER isValid0 Current framebuffer is bind to the system one draw buffer 0=GL_BACK draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_BACK BEFORE isValid1 AFTER isValid1 Current framebuffer is bind to the system one draw buffer 0=GL_BACK draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_BACK BEFORE isValid2 AFTER isValid2 Current framebuffer is bind to the system one draw buffer 0=GL_BACK draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_BACK Current framebuffer is bind to framebuffer object 1 color attachement 0: this attachment is a texture with name: 2 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 1: this attachment is a texture with name: 8 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 2: this attachment is empty color attachement 3: this attachment is empty color attachement 4: this attachment is empty color attachement 5: this attachment is empty color attachement 6: this attachment is empty color attachement 7: this attachment is empty depth attachement : this attachment is a renderbuffer this attachment is a renderbuffer with name: 1 renderbuffer width=301 renderbuffer height=300 renderbuffer internal format=0x81a6 renderbuffer actual resolution for the red component=0 renderbuffer actual resolution for the green component=0 renderbuffer actual resolution for the blue component=0 renderbuffer actual resolution for the alpha component=0 renderbuffer actual resolution for the depth component=24 renderbuffer actual resolution for the stencil component=0 stencil attachement : this attachment is empty draw buffer 0=GL_COLOR_ATTACHMENT0_EXT draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_COLOR_ATTACHMENT1_EXT Current framebuffer is bind to framebuffer object 1 color attachement 0: this attachment is a texture with name: 2 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 1: this attachment is a texture with name: 3 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 2: this attachment is empty color attachement 3: this attachment is empty color attachement 4: this attachment is empty color attachement 5: this attachment is empty color attachement 6: this attachment is empty color attachement 7: this attachment is empty depth attachement : this attachment is a renderbuffer this attachment is a renderbuffer with name: 1 renderbuffer width=301 renderbuffer height=300 renderbuffer internal format=0x81a6 renderbuffer actual resolution for the red component=0 renderbuffer actual resolution for the green component=0 renderbuffer actual resolution for the blue component=0 renderbuffer actual resolution for the alpha component=0 renderbuffer actual resolution for the depth component=24 renderbuffer actual resolution for the stencil component=0 stencil attachement : this attachment is empty draw buffer 0=GL_COLOR_ATTACHMENT0_EXT draw buffer 1=GL_COLOR_ATTACHMENT1_EXT draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_COLOR_ATTACHMENT1_EXT Current framebuffer is bind to framebuffer object 1 color attachement 0: this attachment is a texture with name: 2 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 1: this attachment is empty color attachement 2: this attachment is empty color attachement 3: this attachment is empty color attachement 4: this attachment is empty color attachement 5: this attachment is empty color attachement 6: this attachment is empty color attachement 7: this attachment is empty depth attachement : this attachment is a renderbuffer this attachment is a renderbuffer with name: 1 renderbuffer width=301 renderbuffer height=300 renderbuffer internal format=0x81a6 renderbuffer actual resolution for the red component=0 renderbuffer actual resolution for the green component=0 renderbuffer actual resolution for the blue component=0 renderbuffer actual resolution for the alpha component=0 renderbuffer actual resolution for the depth component=24 renderbuffer actual resolution for the stencil component=0 stencil attachement : this attachment is empty draw buffer 0=GL_COLOR_ATTACHMENT0_EXT draw buffer 1=GL_NONE draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_COLOR_ATTACHMENT1_EXT Current framebuffer is bind to framebuffer object 1 color attachement 0: this attachment is a texture with name: 8 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 1: this attachment is a texture with name: 9 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 2: this attachment is empty color attachement 3: this attachment is empty color attachement 4: this attachment is empty color attachement 5: this attachment is empty color attachement 6: this attachment is empty color attachement 7: this attachment is empty depth attachement : this attachment is a renderbuffer this attachment is a renderbuffer with name: 1 renderbuffer width=301 renderbuffer height=300 renderbuffer internal format=0x81a6 renderbuffer actual resolution for the red component=0 renderbuffer actual resolution for the green component=0 renderbuffer actual resolution for the blue component=0 renderbuffer actual resolution for the alpha component=0 renderbuffer actual resolution for the depth component=24 renderbuffer actual resolution for the stencil component=0 stencil attachement : this attachment is empty draw buffer 0=GL_COLOR_ATTACHMENT0_EXT draw buffer 1=GL_COLOR_ATTACHMENT1_EXT draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_COLOR_ATTACHMENT1_EXT Current framebuffer is bind to framebuffer object 1 color attachement 0: this attachment is a texture with name: 2 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 1: this attachment is a texture with name: 8 its mipmap level is: 0 this is not a cube map texture. this is not 3D texture. color attachement 2: this attachment is empty color attachement 3: this attachment is empty color attachement 4: this attachment is empty color attachement 5: this attachment is empty color attachement 6: this attachment is empty color attachement 7: this attachment is empty depth attachement : this attachment is a renderbuffer this attachment is a renderbuffer with name: 1 renderbuffer width=301 renderbuffer height=300 renderbuffer internal format=0x81a6 renderbuffer actual resolution for the red component=0 renderbuffer actual resolution for the green component=0 renderbuffer actual resolution for the blue component=0 renderbuffer actual resolution for the alpha component=0 renderbuffer actual resolution for the depth component=24 renderbuffer actual resolution for the stencil component=0 stencil attachement : this attachment is empty draw buffer 0=GL_COLOR_ATTACHMENT0_EXT draw buffer 1=GL_COLOR_ATTACHMENT1_EXT draw buffer 2=GL_NONE draw buffer 3=GL_NONE draw buffer 4=GL_NONE draw buffer 5=GL_NONE draw buffer 6=GL_NONE draw buffer 7=GL_NONE read buffer=GL_COLOR_ATTACHMENT1_EXT There are 17 active uniform variables. 0 vec3 cameraPosition={0.5 0.5 3.84607} 1 sampler3D dataSetTexture=0 (Texture Unit)->7 (Texture Object) 2 sampler2D depthTexture=3 (Texture Unit)->1 (Texture Object) 3 vec3 highBounds={0.996063 0.996063 0.996063} 4 vec2 invOriginalWindowSize={0.00332226 0.00333333} 5 vec2 invWindowSize={0.00332226 0.00333333} 6 vec3 lowBounds={0.00393701 0.00393701 0.00393701} 7 vec3 matrix1={4 4 4} 8 vec3 matrix2={0 0 0} 9 sampler2D noiseTexture=6 (Texture Unit)->5 (Texture Object) 10 sampler1D opacityTexture=2 (Texture Unit)->6 (Texture Object) 11 float sampleDistance=0.015873 12 sampler2D scalarBufferTexture=5 (Texture Unit)->9 (Texture Object) 13 mat4 textureToEye={0.5 -0 0 -0 -0 0.5 -0 0 0 -0 0.5 -0 0.5 0.5 3.84607 1} 14 vec2 windowLowerLeftCorner={0 0} 15 float gl_DepthRange.far= 16 mat4 gl_ProjectionMatrixInverse={} 0Standard0.060993 0.07