Code:

trace:d3d_shader:find_gl_vshader No matching GL shader found, compiling a new shader
trace:d3d_shader:vertexshader_compile (0x1174cd80) : Generating hardware program
trace:d3d_shader:shader_addline GL HW (1, 0) : #version 120
trace:d3d_shader:shader_addline GL HW (2, 13) : uniform vec4 VC[107];
trace:d3d_shader:shader_addline GL HW (3, 35) : uniform ivec4 VI[16];
trace:d3d_shader:shader_addline GL HW (4, 57) : uniform bool VB[16];
trace:d3d_shader:shader_addline GL HW (5, 78) : uniform vec4 posFixup;
trace:d3d_shader:shader_addline GL HW (6, 101) : void order_ps_input();
trace:d3d_shader:shader_addline GL HW (7, 124) : vec4 R0;
trace:d3d_shader:shader_addline GL HW (8, 133) : vec4 R1;
trace:d3d_shader:shader_addline GL HW (9, 142) : attribute vec4 attrib0;
trace:d3d_shader:shader_addline GL HW (10, 166) : attribute vec4 attrib1;
trace:d3d_shader:shader_addline GL HW (11, 190) : attribute vec4 attrib2;
trace:d3d_shader:shader_addline GL HW (12, 214) : attribute vec4 attrib3;
trace:d3d_shader:shader_addline GL HW (13, 238) : attribute vec4 attrib4;
trace:d3d_shader:shader_addline GL HW (14, 262) : vec4 tmp0;
trace:d3d_shader:shader_addline GL HW (15, 273) : vec4 tmp1;
trace:d3d_shader:shader_addline GL HW (16, 284) : uniform vec4 VLC0;
trace:d3d_shader:shader_addline GL HW (17, 303) : void main() {
trace:d3d_shader:shader_addline GL HW (18, 317) : R0.xyzw = ((attrib0.xyzx * VLC0.xxxy) + VLC0.yyyx);
trace:d3d_shader:shader_addline GL HW (19, 369) : R1.w = (dot(R0.xyzw, VC[19].xyzw));
trace:d3d_shader:shader_addline GL HW (20, 405) : R1.x = (dot(R0.xyzw, VC[16].xyzw));
trace:d3d_shader:shader_addline GL HW (21, 441) : R1.y = (dot(R0.xyzw, VC[17].xyzw));
trace:d3d_shader:shader_addline GL HW (22, 477) : R1.z = (dot(R0.xyzw, VC[18].xyzw));
trace:d3d_shader:shader_addline GL HW (23, 513) : gl_Position.x = (dot(R1.xyzw, VC[224].xyzw));
trace:d3d_shader:shader_addline GL HW (24, 559) : gl_Position.y = (dot(R1.xyzw, VC[225].xyzw));
trace:d3d_shader:shader_addline GL HW (25, 605) : gl_Position.z = (dot(R1.xyzw, VC[226].xyzw));
trace:d3d_shader:shader_addline GL HW (26, 651) : gl_Position.w = (dot(R1.xyzw, VC[227].xyzw));
trace:d3d_shader:shader_addline GL HW (27, 697) : gl_TexCoord[1].x = (dot(attrib2.xyz, VC[16].xyz));
trace:d3d_shader:shader_addline GL HW (28, 748) : gl_TexCoord[1].y = (dot(attrib2.xyz, VC[17].xyz));
trace:d3d_shader:shader_addline GL HW (29, 799) : gl_TexCoord[1].z = (dot(attrib2.xyz, VC[18].xyz));
trace:d3d_shader:shader_addline GL HW (30, 850) : gl_TexCoord[2].x = (dot(attrib3.xyz, VC[16].xyz));
trace:d3d_shader:shader_addline GL HW (31, 901) : gl_TexCoord[2].y = (dot(attrib3.xyz, VC[17].xyz));
trace:d3d_shader:shader_addline GL HW (32, 952) : gl_TexCoord[2].z = (dot(attrib3.xyz, VC[18].xyz));
trace:d3d_shader:shader_addline GL HW (33, 1003) : gl_TexCoord[3].x = (dot(attrib4.xyz, VC[16].xyz));
trace:d3d_shader:shader_addline GL HW (34, 1054) : gl_TexCoord[3].y = (dot(attrib4.xyz, VC[17].xyz));
trace:d3d_shader:shader_addline GL HW (35, 1105) : gl_TexCoord[3].z = (dot(attrib4.xyz, VC[18].xyz));
trace:d3d_shader:shader_addline GL HW (36, 1156) : R0.xyz = (-R1.xyz + VC[223].xyz);
trace:d3d_shader:shader_addline GL HW (37, 1190) : gl_TexCoord[5].xyz = (R1.xyz);
trace:d3d_shader:shader_addline GL HW (38, 1221) : R0.w = (dot(R0.xyz, R0.xyz));
trace:d3d_shader:shader_addline GL HW (39, 1251) : R0.w = (inversesqrt(R0.w));
trace:d3d_shader:shader_addline GL HW (40, 1279) : gl_TexCoord[4].xyz = (R0.xyz * R0.www);
trace:d3d_shader:shader_addline GL HW (41, 1319) : gl_TexCoord[0].xyzw = (attrib1.xyyy);
trace:d3d_shader:shader_addline GL HW (42, 1357) : gl_TexCoord[4].w = (VLC0.y);
trace:d3d_shader:shader_addline GL HW (43, 1386) : order_ps_input();
trace:d3d_shader:shader_addline GL HW (44, 1404) : gl_FogFragCoord = gl_Position.z;
trace:d3d_shader:shader_addline GL HW (45, 1437) : gl_Position.y = gl_Position.y * posFixup.y;
trace:d3d_shader:shader_addline GL HW (46, 1481) : gl_Position.xy += posFixup.zw * gl_Position.ww;
trace:d3d_shader:shader_addline GL HW (47, 1529) : gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;
trace:d3d_shader:shader_addline GL HW (48, 1582) : }
trace:d3d_shader:shader_glsl_generate_vshader Compiling shader object 5
fixme:d3d_shader:print_glsl_info_log Error received from GLSL shader #5: "Vertex shader failed to compile with the following errors:\nERROR: 0:23: '[' : array index out of range '224'\nERROR: 0:24: '[' : array index out of range '225'\nERROR: 0:25: '[' : array index out of range '226'\nERROR: 0:26: '[' : array index out of range '227'\nERROR: 0:36: '[' : array index o"...