GeForce 460 GTX problem

Hello, on mine GeForce 460 GTX some effects in 3D the appendices, working on shaders GLSL incorrectly work. Shaders written in other languages like work correctly if to look on games. While I have noticed problems with effect DOF and SSAO, on old GeForce 8500 GTS all works normally. Probably problem with compiler GLSL how you think what to do?

some effects in 3D the appendices, working on shaders GLSL incorrectly work

Sorry but I do not understand.

  • is that a game you purchased, or a tool, or a program you build yourself ? What is its name, URL ?
  • what is your operating system and video driver version ?

Has edited the first post.
Problem in the program written by me and in not to my demonstration program same. The driver last from a site nvidia.com(260.99). System - Windows XP SP3

It might be a driver bug.
Or the older card+driver accepted a wrong GLSL shader.
It may be due to your code and the sampling you do in GLSL.
What version of OpenGL do you have ?
Core or Compatibility mode ?
What version of GLSL do you specify with #version ?
Try to reduce you code to a small sample showing the problem.

By curiosity, which country are you from ? Your english is hard to understand for me.

I from russia) I write in English badly.
Version OpenGL - 4.1.0
Version GLSL - 4.1.0
Problem of effect DOF that all screen instead of certain area is blured away
shader:
#version 120
uniform sampler2D FullSampler;
uniform sampler2D Blur;
uniform sampler2DShadow DepthSampler;
uniform vec2 clipPlanes;
uniform float range;
uniform float focus;

void main(void)
{
float depth = shadow2D(DepthSampler, gl_TexCoord[0].xyz).r;
float z_c1 = clipPlanes.yclipPlanes.x/(clipPlanes.y-clipPlanes.x);
float z_c2=(clipPlanes.y+clipPlanes.x)/(2.0
(clipPlanes.y-clipPlanes.x));
depth = z_c1/(-z_c2-0.5+depth);
vec4 sharp = texture2D(FullSampler, gl_TexCoord[0].xy);
vec4 blur = texture2D(Blur, gl_TexCoord[0].xy);
gl_FragColor = mix(sharp, blur, clamp(range * abs(focus + depth), 0.0, 1.0));
}