error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.00 ES, and 3.00 ES.

36 views
Skip to first unread message

Max

unread,
Sep 25, 2025, 7:58:05 AMSep 25
to Lightjams
Hi All!

I'm trying to run a shader on my laptop through LightJams but get into an issue: 

error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.00 ES, and 3.00 ES.


The shader is working on a different PC inside light jams. I checked the versions etc, I tried to set #version 130 at the top of the shader.. No avail.

Any ideas?

Mathieu

unread,
Sep 25, 2025, 8:01:46 AMSep 25
to Lightjams
Hi,

For LJLM, your video card driver needs to support Open GL 3.3 core profile. The version is set internally and you can't change it by declaring #version 130. 

What is your video card? Make sure the driver is up to date.

Max

unread,
Sep 25, 2025, 9:54:05 AMSep 25
to Lightjams
Hope this helps! 
Intel ARC igpu . I've attached the export of GLView




Op donderdag 25 september 2025 om 14:01:46 UTC+2 schreef Mathieu:
glview-IntelR ArcTM Graphics-1.XML

Mathieu

unread,
Sep 25, 2025, 10:12:15 AMSep 25
to Lightjams
Unfortunately, if this video card doesn't support the required version, there's not much you can do. 

Mathieu

unread,
Sep 25, 2025, 10:17:54 AMSep 25
to Lightjams
However, it's strange since Intel Arc video card are fairly recent. So make sure to install the latest intel arc driver and make sure the video card is active for LJLM. 

Mathieu

unread,
Sep 25, 2025, 12:55:22 PMSep 25
to Lightjams
I've made a change in LJLM to make sure the proper OpenGL version is requested for the Intel Arc. You can try the latest beta here: https://www.lightjams.com/ljlm/app/LJLM64_test.msi

Let me know how it goes!

Max

unread,
Sep 25, 2025, 2:03:16 PMSep 25
to Lightjams
Amazing support. But sadly... Still the same error, can I get you any logs etc. Just let me know, willing to help to resolve this to full extend


Op donderdag 25 september 2025 om 18:55:22 UTC+2 schreef Mathieu:

isaac

unread,
Sep 25, 2025, 2:16:16 PMSep 25
to Lightjams
Just in case, have you tried updating the drivers? According to your GL View export, you are a few versions behind.

You can get the latest drivers directly from Intel here, as most of the time the OEM drivers are behind the Intel ones.

Max

unread,
Sep 25, 2025, 2:19:46 PMSep 25
to Lightjams
Sadly yes I have.
"6 day old driver" Schermafbeelding 2025-09-25 201906.png



Op donderdag 25 september 2025 om 20:16:16 UTC+2 schreef isaac:
glview-IntelR ArcTM Graphics-2.XML

Mathieu

unread,
Sep 25, 2025, 2:36:45 PMSep 25
to Lightjams
Ok, so just to confirm, no eye candy effects are working, right? Can you paste the full error you get in the settings/project page or a screenshot?

Max

unread,
Sep 25, 2025, 2:39:44 PMSep 25
to Lightjams
Attached the screen shot as well as the "shader" file that I'm trying to run, it's nothing fancy but just to give you ideas.


Schermafbeelding 2025-09-25 203816.png
Op donderdag 25 september 2025 om 20:36:45 UTC+2 schreef Mathieu:
Horizontal_fill_nohead_legacy.frag

Mathieu

unread,
Sep 25, 2025, 2:56:38 PMSep 25
to Lightjams
You can test this new beta: https://www.lightjams.com/ljlm/app/LJLM64_test.msi

Your shader code won't compile since it has some errors. But try the built-in eye candy to see if you have the same problem.

Max

unread,
Sep 25, 2025, 3:08:48 PMSep 25
to Lightjams
I am truly confused.

I searched "eyeball explosion" duplicated it and "edited code"..

pasted in 

// Bottom-to-top sweep with gradient tail — stop-on-front option
// Expects: iTime (float), iResolution (vec3)

//-------------------- Controls --------------------
#define SPEED             0.20  // screen heights per second
#define TAIL_LENGTH       0.25  // 0..1 fraction of height fading behind head
#define FRONT_FEATHER     0.010 // 0..0.1 softness of leading edge (fraction of height)
#define TAIL_FEATHER      0.004 // extra smoothing in tail ramp
#define LOOP              0     // 1=wrap, 0=single pass
#define STOP_ON_FRONT     1     // 1=stop when (front) hits y=1; 0=stop when head hits y=1
#define FRONT_STOP_EPS_PX 1.0   // pixels before top edge to stop
#define SOLID_BEHIND      0     // 1=solid fill behind head except last TAIL_LENGTH
#define HEAD_HILIGHT      0.18  // 0..~0.3 subtle highlight at head (visual only)
#define FILL_COLOR        vec3(1.0)
#define BG_COLOR          vec3(0.0)
#define GLOBAL_ALPHA      1.0
//---------------------------------------------------

float remap01(float x, float a, float b){ return clamp((x-a)/(b-a),0.0,1.0); }

void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
    vec2 R  = iResolution.xy;
    vec2 uv = fragCoord / R;
    float feFront = FRONT_FEATHER;
    float feTail  = max(TAIL_FEATHER, 1e-4);
    float tailLen = max(TAIL_LENGTH, 1e-6);

    float t = iTime * SPEED;

    // Compute head position (in vertical space)
    float head;
    if (LOOP == 1) {
        head = fract(t);
    } else {
        float py = 1.0 / R.y;
        float stopCap = (STOP_ON_FRONT == 1)
            ? max(0.0, 1.0 - feFront - FRONT_STOP_EPS_PX * py)  // stop slightly early
            : 1.0;
        head = min(t, stopCap);
    }

    float y = uv.y;

    // Soft step for leading edge (0 above, 1 below)
    float behind = smoothstep(head + feFront, head - feFront, y);

    // Tail ramp
    float tailRamp = 1.0 - remap01(y, head - tailLen, head);
    tailRamp = smoothstep(0.0, 1.0, smoothstep(0.0, 1.0, tailRamp));
    tailRamp = mix(tailRamp, smoothstep(0.0, 1.0, tailRamp), clamp(feTail * 50.0, 0.0, 1.0));

    float alpha = (SOLID_BEHIND == 1)
        ? mix(tailRamp, 1.0, step(y, head - tailLen)) * behind
        : (tailRamp * behind);

    // Wrap-around only if LOOP==1
    if (LOOP == 1) {
        float head2 = head - 1.0;
        float behind2 = smoothstep(head2 + feFront, head2 - feFront, y - 1.0);
        float tail2   = 1.0 - remap01(y - 1.0, head2 - tailLen, head2);
        tail2 = smoothstep(0.0, 1.0, smoothstep(0.0, 1.0, tail2));
        tail2 = mix(tail2, smoothstep(0.0, 1.0, tail2), clamp(feTail * 50.0, 0.0, 1.0));
        float a2 = (SOLID_BEHIND == 1)
            ? mix(tail2, 1.0, step(y - 1.0, head2 - tailLen)) * behind2
            : (tail2 * behind2);
        alpha = max(alpha, a2);
    }

    // Highlight near the head (does not influence stopping)
    float highlight = exp(-pow((y - head) / (feFront * 0.6 + 1e-5), 2.0)) * HEAD_HILIGHT;

    vec3 col = mix(BG_COLOR, FILL_COLOR, clamp(alpha, 0.0, 1.0));
    col += FILL_COLOR * highlight;

    fragColor = vec4(col, clamp(alpha * GLOBAL_ALPHA, 0.0, 1.0));



And it compiles and runs?? 


ANYWAY i'm so happy it works and am truly amazed by your amazing support


Op donderdag 25 september 2025 om 20:56:38 UTC+2 schreef Mathieu:

Mathieu

unread,
Sep 25, 2025, 3:14:06 PMSep 25
to Lightjams
Ok, so I guess the built-in eye candy effects are working then? 

For your shader, I think it's the video driver compiler output that is strange then. Probably that's because there are errors (like the redefinition of iTime), it returns a kind of warning as an error about the GLSL version. Each video driver uses a different format for the error message, so I just display the raw Intel Ark output in this case. For video cards like NVidia, you get a nicer experience.

Mathieu

unread,
Sep 25, 2025, 3:15:12 PMSep 25
to Lightjams
And for a better shader example, either create a new one by clicking "new shader" or edit the sphere turbulence to get a more recent example.

Max

unread,
Sep 25, 2025, 3:17:13 PMSep 25
to Lightjams
Create new shader? Where is that option? Or is it the rightmousebutton -> create new effect file..


ANYWAY THANK YOU for the amazing support!! 


Op donderdag 25 september 2025 om 21:15:12 UTC+2 schreef Mathieu:

Mathieu

unread,
Sep 25, 2025, 3:19:40 PMSep 25
to Lightjams
Yes, create new effect file or in the editor, at the top-right, there's a "new shader" menu item. This way, you'll see all the available uniforms and the json definition you can use.

Max

unread,
Sep 25, 2025, 3:21:24 PMSep 25
to Lightjams
Thank you so much! I've learned alot from the past few messages and I'm happy to be able to create effects, now to get my boss to get me a laptop that is able to run the simple shader I sent (without the error of graphics card memory being overloaded) 


Op donderdag 25 september 2025 om 21:19:40 UTC+2 schreef Mathieu:

Mathieu

unread,
Sep 26, 2025, 1:27:41 PM (14 days ago) Sep 26
to Lightjams
The new beta (v839) should now correctly format the error messages from the Intel Ark. Download link: https://www.lightjams.com/ljlm/app/LJLM64_test.msi
Reply all
Reply to author
Forward
0 new messages