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Game title |
Version |
Latest Report |
Message |
FINAL FANTASY IV Complete Collection |
v1.4.2-425-g7a7ccee5e |
2024-11-18 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
ERROR: 0:16: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
STAR OCEAN: Second Evolution |
v1.4.2-425-g7a7ccee5e |
2024-11-06 |
Error in shader compilation: info: 0(15) : error C1503: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
Spider-Man 2 |
v1.4.2-425-g7a7ccee5e |
2024-11-02 |
Error in shader compilation: info: ERROR: 0:18: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
幻想水滸伝Ⅰ&Ⅱ |
v1.4.2-425-g7a7ccee5e |
2024-10-31 |
Error in shader compilation: info: 0(158) : error C1008: undefined variable "u_proj"
0(159) : error C1008: undefined variable "col"
0(175) : error C1008: undefined variable "col"
0(178) : error C1008: undefined variable "col"
0(179) : error C1008: undefined variable "col"
0(190) : error C1008: undefined variable "col"
0(193) : error C1008: undefined variable "col"
0(194) : error C1008: undefined variable "col"
0(205) : error C1008: undefined variable "col"
0(208) : error C1008: undefined variable "col"
0(209) : error C1008: undefined variable "col"
0(220) : error C1008: undefined variable "col"
0(223) : error C1008: undefined variable "col"
0(224) : error C1008: undefined variable "col"
0(226) : error C1008: undefined variable "tex"
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
uniform int u_spline_count_v;
uniform int u_spline_type_u;
uniform int u_spline_type_v;
void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) {
for (int i = 0; i < 6; ++i) {
knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2));
}
if ((type.x & 1) != 0) {
if (patch_pos.x <= 2)
knot[0].x = 0.0;
if (patch_pos.x <= 1)
knot[1].x = 0.0;
}
if ((type.x & 2) != 0) {
if (patch_pos.x >= (num_patches.x - 2))
knot[5].x = float(num_patches.x);
if (pa |
Mortal Kombat: Unchained |
v1.5.1 |
2024-09-28 |
Error in shader compilation: info: Compile failed.
ERROR: 0:14: 'u_proj' : undeclared identifier
1 compilation errors. No code generated.
/ code: #version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
ガンダム メモリーズ ~戦いの記憶~ |
v1.4.2-425-g7a7ccee5e |
2024-09-27 |
Error in shader compilation: info: 0(16) : error C1008: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
Sega Genesis Collection™ |
v1.4.2-425-g7a7ccee5e |
2024-09-26 |
Error in shader compilation: info: 0(19) : error C1008: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
英雄伝説 空の軌跡 the 3rd |
v1.4.2-425-g7a7ccee5e |
2024-09-13 |
Error in shader compilation: info: 0(158) : error C1503: undefined variable "u_proj"
0(159) : error C1503: undefined variable "col"
0(175) : error C1503: undefined variable "col"
0(178) : error C1503: undefined variable "col"
0(179) : error C1503: undefined variable "col"
0(190) : error C1503: undefined variable "col"
0(193) : error C1503: undefined variable "col"
0(194) : error C1503: undefined variable "col"
0(205) : error C1503: undefined variable "col"
0(208) : error C1503: undefined variable "col"
0(209) : error C1503: undefined variable "col"
0(220) : error C1503: undefined variable "col"
0(223) : error C1503: undefined variable "col"
0(224) : error C1503: undefined variable "col"
0(226) : error C1503: undefined variable "tex"
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
uniform int u_spline_count_v;
uniform int u_spline_type_u;
uniform int u_spline_type_v;
void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) {
for (int i = 0; i < 6; ++i) {
knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2));
}
if ((type.x & 1) != 0) {
if (patch_pos.x <= 2)
knot[0].x = 0.0;
if (patch_pos.x <= 1)
knot[1].x = 0.0;
}
if ((type.x & 2) != 0) {
if (patch_pos.x >= (num_patches.x - 2))
knot[5].x = float(num_patches.x);
if (pa |
英雄伝説 空の軌跡 the 3rd |
v1.4.2-425-g7a7ccee5e |
2024-09-12 |
Error in shader compilation: info: ERROR: 0:158: 'u_proj' : undeclared identifier
ERROR: 0:159: 'col' : undeclared identifier
ERROR: 0:165: 'toLight' : undeclared identifier
ERROR: 0:165: 'assign' : cannot convert from '3-component vector of float' to 'float'
ERROR: 0:166: 'assign' : l-value required "distance" (can't modify void)
ERROR: 0:166: 'assign' : cannot convert from 'float' to 'void'
ERROR: 0:167: 'assign' : cannot convert from 'void' to 'float'
ERROR: 0:168: 'dot' : no matching overloaded function found (using implicit conversion)
ERROR: 0:169: 'dot' : no matching overloaded function found (using implicit conversion)
ERROR: 0:171: 'lightScale' : undeclared identifier
ERROR: 0:171: 'constructor' : can't convert
ERROR: 0:171: 'constructor' : can't convert
ERROR: 0:173: 'lightScale' : undeclared identifier
ERROR: 0:175: 'diffuse' : undeclared identifier
ERROR: 0:175: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:175: 'assign' : cannot convert from '3-component vector of float' to 'float'
ERROR: 0:178: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:178: 'lightScale' : undeclared identifier
ERROR: 0:179: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:180: 'assign' : cannot convert from '3-component vector of float' to 'float'
ERROR: 0:181: 'assign' : l-value required "distance" (can't modify void)
ERROR: 0:181: 'assign' : cannot convert from 'float' to 'void'
ERROR: 0:182: 'assign' : cannot convert from 'void' to 'float'
ERROR: 0:183: 'dot' : no matching overloaded function found (using implicit conversion)
ERROR: 0:184: 'dot' : no matching overloaded function found (using implicit conversion)
ERROR: 0:186: 'constructor' : can't convert
ERROR: 0:186: 'constructor' : can't convert
ERROR: 0:190: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:190: 'assign' : cannot convert from '3-component vector of float' to 'float'
ERROR: 0:193: 'rgb' : field / code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 |
英雄伝説 空の軌跡SC |
v1.4.2-425-g7a7ccee5e |
2024-09-05 |
Error in shader compilation: info: 0(158) : error C1503: undefined variable "u_proj"
0(159) : error C1503: undefined variable "col"
0(175) : error C1503: undefined variable "col"
0(178) : error C1503: undefined variable "col"
0(179) : error C1503: undefined variable "col"
0(190) : error C1503: undefined variable "col"
0(193) : error C1503: undefined variable "col"
0(194) : error C1503: undefined variable "col"
0(205) : error C1503: undefined variable "col"
0(208) : error C1503: undefined variable "col"
0(209) : error C1503: undefined variable "col"
0(220) : error C1503: undefined variable "col"
0(223) : error C1503: undefined variable "col"
0(224) : error C1503: undefined variable "col"
0(226) : error C1503: undefined variable "tex"
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
uniform int u_spline_count_v;
uniform int u_spline_type_u;
uniform int u_spline_type_v;
void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) {
for (int i = 0; i < 6; ++i) {
knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2));
}
if ((type.x & 1) != 0) {
if (patch_pos.x <= 2)
knot[0].x = 0.0;
if (patch_pos.x <= 1)
knot[1].x = 0.0;
}
if ((type.x & 2) != 0) {
if (patch_pos.x >= (num_patches.x - 2))
knot[5].x = float(num_patches.x);
if (pa |
Silent Hill Zero |
v1.4.2-425-g7a7ccee5e |
2024-08-25 |
Error in shader compilation: info: ERROR: 0:19: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
英雄伝説 空の軌跡SC |
v1.4.2-425-g7a7ccee5e |
2024-08-09 |
Error in shader compilation: info: Vertex shader failed to compile with the following errors:
ERROR: 0:158: error(#143) Undeclared identifier: u_proj
ERROR: 0:159: error(#143) Undeclared identifier: col
ERROR: 0:175: error(#216) Vector field selection out of range "rgb"
ERROR: 0:178: error(#216) Vector field selection out of range "rgb"
ERROR: 0:179: error(#216) Vector field selection out of range "rgb"
ERROR: 0:190: error(#216) Vector field selection out of range "rgb"
ERROR: 0:193: error(#216) Vector field selection out of range "rgb"
ERROR: 0:194: error(#216) Vector field selection out of range "rgb"
ERROR: 0:205: error(#216) Vector field selection out of range "rgb"
ERROR: 0:208: error(#216) Vector field selection out of range "rgb"
ERROR: 0:209: error(#216) Vector field selection out of range "rgb"
ERROR: 0:220: error(#216) Vector field selection out of range "rgb"
ERROR: 0:223: error(#216) Vector field selection out of range "rgb"
ERROR: 0:224: error(#216) Vector field selection out of range "rgb"
ERROR: 0:226: error(#143) Undeclared identifier: tex
ERROR: error(#273) 15 compilation errors. No code generated
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
uniform int u_spline_count_v;
uniform int u_spline_type_u;
uniform int u_spline_type_v;
void spline_knot(ivec2 num_patches, ivec2 type, out vec2 |
Bounty Hounds |
v1.4.2-425-g7a7ccee5e |
2024-08-07 |
Error in shader compilation: info: 0(158) : error C1503: undefined variable "u_proj"
0(159) : error C1503: undefined variable "col"
0(175) : error C1503: undefined variable "col"
0(178) : error C1503: undefined variable "col"
0(179) : error C1503: undefined variable "col"
0(190) : error C1503: undefined variable "col"
0(193) : error C1503: undefined variable "col"
0(194) : error C1503: undefined variable "col"
0(205) : error C1503: undefined variable "col"
0(208) : error C1503: undefined variable "col"
0(209) : error C1503: undefined variable "col"
0(220) : error C1503: undefined variable "col"
0(223) : error C1503: undefined variable "col"
0(224) : error C1503: undefined variable "col"
0(226) : error C1503: undefined variable "tex"
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
uniform int u_spline_count_v;
uniform int u_spline_type_u;
uniform int u_spline_type_v;
void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) {
for (int i = 0; i < 6; ++i) {
knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2));
}
if ((type.x & 1) != 0) {
if (patch_pos.x <= 2)
knot[0].x = 0.0;
if (patch_pos.x <= 1)
knot[1].x = 0.0;
}
if ((type.x & 2) != 0) {
if (patch_pos.x >= (num_patches.x - 2))
knot[5].x = float(num_patches.x);
if (pa |
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-08-01 |
Error in shader compilation: info: ERROR: 0:19: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
Persona3 PORTABLE |
v1.4.2-425-g7a7ccee5e |
2024-07-20 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 110
#define lowp
#define mediump
#define highp
attribute vec3 position;
attribute mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
varying lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
遊☆戯☆王 5D's タッグフォース6 |
v1.4.2-425-g7a7ccee5e |
2024-07-19 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
God of War™: Ghost of Sparta |
v1.5.2 |
2024-07-16 |
Error in shader compilation: info: Compile failed.
ERROR: 0:14: 'u_proj' : undeclared identifier
1 compilation errors. No code generated.
/ code: #version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(-normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
遊☆戯☆王 5D's タッグフォース4 |
v1.4.2-425-g7a7ccee5e |
2024-10-01 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
遊☆戯☆王 5D's タッグフォース5 |
v1.4.2-425-g7a7ccee5e |
2024-07-11 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
遊☆戯☆王 5D's タッグフォース4 |
v1.4.2-425-g7a7ccee5e |
2024-07-10 |
Error in shader compilation: info: ERROR: 0:19: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
STAROCEAN First Departure |
v1.4.2-425-g7a7ccee5e |
2024-06-29 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
STAR OCEAN: Second Evolution |
v1.4.2-425-g7a7ccee5e |
2024-06-28 |
Error in shader compilation: info: 0(16) : error C1503: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
FINAL FANTASY 零式 ディスク2 |
v1.4.2-425-g7a7ccee5e |
2024-06-23 |
Error in shader compilation: info: ERROR: 0:18: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_texcoord = vec3(u_uvscaleoffset.zw, 0.0);
}
|
Silent Hill Zero |
v1.4.2-425-g7a7ccee5e |
2024-06-21 |
Error in shader compilation: info: ERROR: 0:21: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec3 u_lightpos1;
uniform vec3 u_lightpos2;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(-normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
スーパーロボット大戦A PORTABLE |
v1.4.2-425-g7a7ccee5e |
2024-06-17 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
HEROES' VS |
v1.4.2-425-g7a7ccee5e |
2024-06-09 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 110
#define lowp
#define mediump
#define highp
attribute vec3 position;
attribute mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
varying lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
剣闘士 グラディエータービギンズ |
v1.4.2-425-g7a7ccee5e |
2024-06-08 |
Error in shader compilation: info: 0(19) : error C1008: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
God of War™: Ghost of Sparta |
v1.4.2-425-g7a7ccee5e |
2024-03-17 |
Error in shader compilation: info: ERROR: 0:19: 'u_proj' : undeclared identifier
/ code: #version 130
#define lowp
#define mediump
#define highp
attribute vec3 position;
attribute mediump vec3 normal;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
God of War™: Ghost of Sparta |
v1.4.2-425-g7a7ccee5e |
2024-02-16 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 130
#define lowp
#define mediump
#define highp
attribute vec3 position;
attribute mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
varying lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
God of War: Chains of Olympus |
v1.4.2-425-g7a7ccee5e |
2024-02-01 |
Error in shader compilation: info: ERROR: 0:19: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
ACE COMBAT X2 JOINT ASSAULT |
v1.4.2-425-g7a7ccee5e |
2024-01-30 |
Error in shader compilation: info: 0(16) : error C1503: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
METAL GEAR SOLID PEACE WALKER |
v1.4.2-425-g7a7ccee5e |
2024-01-29 |
Error in shader compilation: info: ERROR: 0:158: 'u_proj' : undeclared identifier
ERROR: 0:159: 'col' : undeclared identifier
ERROR: 0:175: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:178: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:179: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:190: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:193: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:194: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:205: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:208: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:209: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:220: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:223: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:224: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:226: 'tex' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i |
仮面ライダー クライマックスヒーローズ フォーゼ |
v1.4.2-425-g7a7ccee5e |
2024-01-29 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
Brothers in Arms® D-Day |
v1.4.2-425-g7a7ccee5e |
2024-01-05 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 130
#define lowp
#define mediump
#define highp
attribute vec3 position;
attribute mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
varying lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
God of War®: Ghost of Sparta |
v1.4.2 |
2024-01-09 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r7p0-00rel0 [Revision 96995].
/ code: #version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
toLight = u_lightpos0;
mediump float dot0 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * dot0;
dot0 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot0 > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(dot0, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1;
mediump float dot1 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * dot1;
dot1 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot1 > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(dot1, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2;
mediump float dot2 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * dot2;
dot2 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot2 > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(dot2, u_matspecular.a) );
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
God of War®: Ghost of Sparta |
v1.4.2 |
2024-01-09 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r7p0-00rel0 [Revision 96995].
/ code: #version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(-normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
toLight = u_lightpos0;
mediump float dot0 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * dot0;
dot0 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot0 > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(dot0, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1;
mediump float dot1 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * dot1;
dot1 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot1 > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(dot1, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2;
mediump float dot2 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * dot2;
dot2 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot2 > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(dot2, u_matspecular.a) );
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
アンデッドナイツ |
v1.4.2-425-g7a7ccee5e |
2023-12-09 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 130
#define lowp
#define mediump
#define highp
attribute vec3 position;
attribute mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
varying lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
Grand Theft Auto: Chinatown Wars |
v1.4.2 |
2023-12-03 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r2p1_05rel0 [Revision 96995].
/ code: #version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
toLight = u_lightpos0;
mediump float dot0 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * dot0;
dot0 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot0 > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(dot0, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
mediump float dot1 = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * dot1;
dot1 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot1 > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(dot1, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
mediump float dot2 = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * dot2;
dot2 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot2 > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(dot2, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
mediump float dot3 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * dot3;
dot3 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot3 > 0.0)
lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(dot3, u_matspecular.a) );
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
ドラゴンボールZ 真武道会2 |
v1.4.2-425-g7a7ccee5e |
2024-03-31 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 130
#define lowp
#define mediump
#define highp
attribute vec3 position;
attribute mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
varying lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.5.2 |
2023-12-02 |
Error in shader compilation: info: Compile failed.
ERROR: 0:17: 'u_proj' : undeclared identifier
ERROR: 1 compilation errors. No code generated.
/ code: #version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out highp float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
BLEACH ~HEAT・THE・SOUL 7~ |
v1.4.2-425-g7a7ccee5e |
2024-10-04 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
METAL GEAR SOLID PEACE WALKER |
v1.4.2-425-g7a7ccee5e |
2023-11-16 |
Error in shader compilation: info: Vertex shader failed to compile with the following errors:
ERROR: 0:16: error(#143) Undeclared identifier u_proj
ERROR: error(#273) 1 compilation errors. No code generated
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
仮面ライダー クライマックスヒーローズ オーズ |
v1.4.2-425-g7a7ccee5e |
2023-11-07 |
Error in shader compilation: info: 0(16) : error C1503: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
Mortal Kombat: Unchained |
v1.4.2-425-g7a7ccee5e |
2023-11-04 |
Error in shader compilation: info: 0(16) : error C1503: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
Yu-Gi-Oh! GX Tag Force 2 |
v1.4.2-530-gf53b455dc |
2023-12-07 |
Error in shader compilation: info: 0(16) : error C1503: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
VALKYRIE PROFILE -LENNETH- |
v1.4.2-425-g7a7ccee5e |
2023-10-10 |
Error in shader compilation: info: ERROR: 0:158: 'u_proj' : undeclared identifier
ERROR: 0:159: 'col' : undeclared identifier
ERROR: 0:175: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:178: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:179: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:190: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:193: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:194: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:205: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:208: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:209: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:220: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:223: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:224: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:226: 'tex' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i |
FIFA 13 |
v1.5.2 |
2023-09-17 |
Error in shader compilation: info: Compile failed.
ERROR: 0:17: 'u_proj' : undeclared identifier
1 compilation errors. No code generated.
/ code: #version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out highp float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
Call of Duty : Roads to Victory™ |
v1.4.2-425-g7a7ccee5e |
2023-09-17 |
Error in shader compilation: info: 0(19) : error C1503: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
FINAL FANTASY IV Complete Collection |
v1.4.2-425-g7a7ccee5e |
2023-09-10 |
Error in shader compilation: info: 0(19) : error C1008: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
The 3rd Birthday |
v1.4.2-425-g7a7ccee5e |
2023-09-22 |
Error in shader compilation: info: Vertex shader failed to compile with the following errors:
ERROR: 0:16: error(#143) Undeclared identifier u_proj
ERROR: error(#273) 1 compilation errors. No code generated
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
METAL GEAR SOLID PEACE WALKER |
v1.4.2-425-g7a7ccee5e |
2023-08-30 |
Error in shader compilation: info: Vertex shader failed to compile with the following errors:
ERROR: 0:158: error(#143) Undeclared identifier u_proj
ERROR: 0:159: error(#143) Undeclared identifier col
ERROR: 0:175: error(#216) Vector field selection out of range 'rgb'
ERROR: 0:178: error(#216) Vector field selection out of range 'rgb'
ERROR: 0:179: error(#216) Vector field selection out of range 'rgb'
ERROR: 0:190: error(#216) Vector field selection out of range 'rgb'
ERROR: 0:193: error(#216) Vector field selection out of range 'rgb'
ERROR: 0:194: error(#216) Vector field selection out of range 'rgb'
ERROR: 0:205: error(#216) Vector field selection out of range 'rgb'
ERROR: 0:208: error(#216) Vector field selection out of range 'rgb'
ERROR: 0:209: error(#216) Vector field selection out of range 'rgb'
ERROR: 0:220: error(#216) Vector field selection out of range 'rgb'
ERROR: 0:223: error(#216) Vector field selection out of range 'rgb'
ERROR: 0:224: error(#216) Vector field selection out of range 'rgb'
ERROR: 0:226: error(#143) Undeclared identifier tex
ERROR: error(#273) 15 compilation errors. No code generated
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
uniform int u_spline_count_v;
uniform int u_spline_type_u;
uniform int u_spline_type_v;
void spline_knot(ivec2 num_patches, ivec2 type, out vec2 kn |
仮面ライダー 超クライマックスヒーローズ |
v1.4.2-425-g7a7ccee5e |
2023-08-28 |
Error in shader compilation: info: 0(16) : error C1503: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
Luxor:Pharaoh's Challenge |
v1.4.2-425-g7a7ccee5e |
2024-04-06 |
Error in shader compilation: info: 0(158) : error C1008: undefined variable "u_proj"
0(159) : error C1008: undefined variable "col"
0(175) : error C1008: undefined variable "col"
0(178) : error C1008: undefined variable "col"
0(179) : error C1008: undefined variable "col"
0(190) : error C1008: undefined variable "col"
0(193) : error C1008: undefined variable "col"
0(194) : error C1008: undefined variable "col"
0(205) : error C1008: undefined variable "col"
0(208) : error C1008: undefined variable "col"
0(209) : error C1008: undefined variable "col"
0(220) : error C1008: undefined variable "col"
0(223) : error C1008: undefined variable "col"
0(224) : error C1008: undefined variable "col"
0(226) : error C1008: undefined variable "tex"
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
uniform int u_spline_count_v;
uniform int u_spline_type_u;
uniform int u_spline_type_v;
void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) {
for (int i = 0; i < 6; ++i) {
knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2));
}
if ((type.x & 1) != 0) {
if (patch_pos.x <= 2)
knot[0].x = 0.0;
if (patch_pos.x <= 1)
knot[1].x = 0.0;
}
if ((type.x & 2) != 0) {
if (patch_pos.x >= (num_patches.x - 2))
knot[5].x = float(num_patches.x);
if (pa |
英雄伝説 碧の軌跡 |
v1.4.2-425-g7a7ccee5e |
2023-08-21 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 130
#define lowp
#define mediump
#define highp
attribute vec3 position;
attribute mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
varying lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
Sega Genesis Collection™ |
v1.4.2-425-g7a7ccee5e |
2023-08-02 |
Error in shader compilation: info: 0(158) : error C1503: undefined variable "u_proj"
0(159) : error C1503: undefined variable "col"
0(175) : error C1503: undefined variable "col"
0(178) : error C1503: undefined variable "col"
0(179) : error C1503: undefined variable "col"
0(190) : error C1503: undefined variable "col"
0(193) : error C1503: undefined variable "col"
0(194) : error C1503: undefined variable "col"
0(205) : error C1503: undefined variable "col"
0(208) : error C1503: undefined variable "col"
0(209) : error C1503: undefined variable "col"
0(220) : error C1503: undefined variable "col"
0(223) : error C1503: undefined variable "col"
0(224) : error C1503: undefined variable "col"
0(226) : error C1503: undefined variable "tex"
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
uniform int u_spline_count_v;
uniform int u_spline_type_u;
uniform int u_spline_type_v;
void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) {
for (int i = 0; i < 6; ++i) {
knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2));
}
if ((type.x & 1) != 0) {
if (patch_pos.x <= 2)
knot[0].x = 0.0;
if (patch_pos.x <= 1)
knot[1].x = 0.0;
}
if ((type.x & 2) != 0) {
if (patch_pos.x >= (num_patches.x - 2))
knot[5].x = float(num_patches.x);
if (pa |
スーパーロボット大戦A PORTABLE |
v1.4.2-425-g7a7ccee5e |
2024-08-10 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
ERROR: 0:16: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
METAL GEAR SOLID PEACE WALKER |
v1.4.2-425-g7a7ccee5e |
2023-07-12 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
ERROR: 0:16: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
300: March to Glory |
v1.4.2-425-g7a7ccee5e |
2023-07-01 |
Error in shader compilation: info: Vertex shader failed to compile with the following errors:
ERROR: 0:16: error(#143) Undeclared identifier: u_proj
ERROR: error(#273) 1 compilation errors. No code generated
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
スーパーダンガンロンパ2 さよなら絶望学園 |
v1.4.2-425-g7a7ccee5e |
2023-10-01 |
Error in shader compilation: info: Vertex shader failed to compile with the following errors:
ERROR: 0:16: error(#143) Undeclared identifier: u_proj
ERROR: error(#273) 1 compilation errors. No code generated
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
牧場物語 シュガー村とみんなの願い |
v1.4.2-425-g7a7ccee5e |
2023-06-27 |
Error in shader compilation: info: Vertex shader failed to compile with the following errors:
ERROR: 0:158: error(#143) Undeclared identifier: u_proj
ERROR: 0:159: error(#143) Undeclared identifier: col
ERROR: 0:175: error(#216) Vector field selection out of range "rgb"
ERROR: 0:178: error(#216) Vector field selection out of range "rgb"
ERROR: 0:179: error(#216) Vector field selection out of range "rgb"
ERROR: 0:190: error(#216) Vector field selection out of range "rgb"
ERROR: 0:193: error(#216) Vector field selection out of range "rgb"
ERROR: 0:194: error(#216) Vector field selection out of range "rgb"
ERROR: 0:205: error(#216) Vector field selection out of range "rgb"
ERROR: 0:208: error(#216) Vector field selection out of range "rgb"
ERROR: 0:209: error(#216) Vector field selection out of range "rgb"
ERROR: 0:220: error(#216) Vector field selection out of range "rgb"
ERROR: 0:223: error(#216) Vector field selection out of range "rgb"
ERROR: 0:224: error(#216) Vector field selection out of range "rgb"
ERROR: 0:226: error(#143) Undeclared identifier: tex
ERROR: error(#273) 15 compilation errors. No code generated
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
uniform int u_spline_count_v;
uniform int u_spline_type_u;
uniform int u_spline_type_v;
void spline_knot(ivec2 num_patches, ivec2 type, out vec2 |
Tales of Rebirth |
v1.4.2-425-g7a7ccee5e |
2023-06-23 |
Error in shader compilation: info: ERROR: 0:158: 'u_proj' : undeclared identifier
ERROR: 0:158: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
uniform int u_spline_count_v;
uniform int u_spline_type_u;
uniform int u_spline_type_v;
void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) {
for (int i = 0; i < 6; ++i) {
knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2));
}
if ((type.x & 1) != 0) {
if (patch_pos.x <= 2)
knot[0].x = 0.0;
if (patch_pos.x <= 1)
knot[1].x = 0.0;
}
if ((type.x & 2) != 0) {
if (patch_pos.x >= (num_patches.x - 2))
knot[5].x = float(num_patches.x);
if (patch_pos.x == (num_patches.x - 1))
knot[4].x = float(num_patches.x);
}
if ((type.y & 1) != 0) {
if (patch_pos.y <= 2)
knot[0].y = 0.0;
if (patch_pos.y <= 1)
knot[1].y = 0.0;
}
if ((type.y & 2) != 0) {
if (patch_pos.y >= (num_patches.y - 2))
knot[5].y = float(num_patches.y);
if (patch_pos.y == (num_patches.y - 1))
knot[4].y = float(num_patches.y);
}
}
void spline_weight(vec2 t, in vec2 knot[6], out vec2 weights[4]) {
vec2 t0 = (t - knot[0]);
vec2 t1 = (t - knot[1]);
vec2 t2 = (t - knot[2]);
vec2 f30 |
英雄伝説 碧の軌跡 |
v1.4.2-425-g7a7ccee5e |
2023-08-24 |
Error in shader compilation: info: 0(16) : error C1503: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
METAL GEAR SOLID PEACE WALKER |
v1.4.2-425-g7a7ccee5e |
2023-06-03 |
Error in shader compilation: info: 0(16) : error C1503: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
ワールド・ネバーランド~ナルル王国物語~ |
v1.4.2-425-g7a7ccee5e |
2023-05-27 |
Error in shader compilation: info: ERROR: 0:158: 'u_proj' : undeclared identifier
ERROR: 0:159: 'col' : undeclared identifier
ERROR: 0:165: 'toLight' : undeclared identifier
ERROR: 0:165: 'assign' : cannot convert from '3-component vector of float' to 'float'
ERROR: 0:166: 'assign' : l-value required "distance" (can't modify void)
ERROR: 0:166: 'assign' : cannot convert from 'float' to 'void'
ERROR: 0:167: 'assign' : cannot convert from 'void' to 'float'
ERROR: 0:168: 'dot' : no matching overloaded function found (using implicit conversion)
ERROR: 0:169: 'dot' : no matching overloaded function found (using implicit conversion)
ERROR: 0:171: 'lightScale' : undeclared identifier
ERROR: 0:171: 'constructor' : can't convert
ERROR: 0:171: 'constructor' : can't convert
ERROR: 0:173: 'lightScale' : undeclared identifier
ERROR: 0:175: 'diffuse' : undeclared identifier
ERROR: 0:175: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:175: 'assign' : cannot convert from '3-component vector of float' to 'float'
ERROR: 0:178: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:178: 'lightScale' : undeclared identifier
ERROR: 0:179: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:180: 'assign' : cannot convert from '3-component vector of float' to 'float'
ERROR: 0:181: 'assign' : l-value required "distance" (can't modify void)
ERROR: 0:181: 'assign' : cannot convert from 'float' to 'void'
ERROR: 0:182: 'assign' : cannot convert from 'void' to 'float'
ERROR: 0:183: 'dot' : no matching overloaded function found (using implicit conversion)
ERROR: 0:184: 'dot' : no matching overloaded function found (using implicit conversion)
ERROR: 0:186: 'constructor' : can't convert
ERROR: 0:186: 'constructor' : can't convert
ERROR: 0:190: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:190: 'assign' : cannot convert from '3-component vector of float' to 'float'
ERROR: 0:193: 'rgb' : field / code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 |
牧場物語 シュガー村とみんなの願い |
v1.4.2-425-g7a7ccee5e |
2023-05-26 |
Error in shader compilation: info: ERROR: 0:158: 'u_proj' : undeclared identifier
ERROR: 0:159: 'col' : undeclared identifier
ERROR: 0:165: 'toLight' : undeclared identifier
ERROR: 0:165: 'assign' : cannot convert from '3-component vector of float' to 'float'
ERROR: 0:166: 'assign' : l-value required "distance" (can't modify void)
ERROR: 0:166: 'assign' : cannot convert from 'float' to 'void'
ERROR: 0:167: 'assign' : cannot convert from 'void' to 'float'
ERROR: 0:168: 'dot' : no matching overloaded function found (using implicit conversion)
ERROR: 0:169: 'dot' : no matching overloaded function found (using implicit conversion)
ERROR: 0:171: 'lightScale' : undeclared identifier
ERROR: 0:171: 'constructor' : can't convert
ERROR: 0:171: 'constructor' : can't convert
ERROR: 0:173: 'lightScale' : undeclared identifier
ERROR: 0:175: 'diffuse' : undeclared identifier
ERROR: 0:175: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:175: 'assign' : cannot convert from '3-component vector of float' to 'float'
ERROR: 0:178: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:178: 'lightScale' : undeclared identifier
ERROR: 0:179: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:180: 'assign' : cannot convert from '3-component vector of float' to 'float'
ERROR: 0:181: 'assign' : l-value required "distance" (can't modify void)
ERROR: 0:181: 'assign' : cannot convert from 'float' to 'void'
ERROR: 0:182: 'assign' : cannot convert from 'void' to 'float'
ERROR: 0:183: 'dot' : no matching overloaded function found (using implicit conversion)
ERROR: 0:184: 'dot' : no matching overloaded function found (using implicit conversion)
ERROR: 0:186: 'constructor' : can't convert
ERROR: 0:186: 'constructor' : can't convert
ERROR: 0:190: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:190: 'assign' : cannot convert from '3-component vector of float' to 'float'
ERROR: 0:193: 'rgb' : field / code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 |
Ys -THE ARK OF NAPISHTIM- SPECIAL VERSION |
v1.4.2-425-g7a7ccee5e |
2023-05-22 |
Error in shader compilation: info: ERROR: 0:158: 'u_proj' : undeclared identifier
ERROR: 0:159: 'col' : undeclared identifier
ERROR: 0:175: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:178: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:179: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:190: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:193: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:194: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:205: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:208: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:209: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:220: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:223: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:224: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:226: 'tex' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i |
The 3rd Birthday |
v1.4.2-425-g7a7ccee5e |
2023-05-17 |
Error in shader compilation: info: 0(18) : error C1503: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_texcoord = vec3(u_uvscaleoffset.zw, 0.0);
}
|
Sega Genesis Collection™ |
v1.4.2-425-g7a7ccee5e |
2023-11-23 |
Error in shader compilation: info: ERROR: 0:158: 'u_proj' : undeclared identifier
ERROR: 0:159: 'col' : undeclared identifier
ERROR: 0:175: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:178: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:179: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:190: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:193: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:194: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:205: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:208: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:209: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:220: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:223: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:224: 'rgb' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:226: 'tex' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i |
Spider-Man 3 |
v1.4.2-425-g7a7ccee5e |
2023-05-08 |
Error in shader compilation: info: 0(13) : error C1503: undefined variable "ERROR"
/ code: #version 330
#define lowp
#define mediump
#define highp
uniform sampler2D testtex;
in vec4 v_color0;
in vec3 v_color1;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 v = v_color0 + s;
discard;
v.rgb = v.rgb * ERROR;
fragColor0 = v;
}
|
スーパーダンガンロンパ2 さよなら絶望学園 |
v1.4.2-425-g7a7ccee5e |
2023-04-28 |
Error in shader compilation: info: 0(16) : error C1008: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
Tales of Rebirth |
v1.4.2-425-g7a7ccee5e |
2023-04-21 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
ERROR: 0:16: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
英雄伝説 空の軌跡FC |
v1.4.2-425-g7a7ccee5e |
2024-08-30 |
Error in shader compilation: info: 0(158) : error C1503: undefined variable "u_proj"
0(159) : error C1503: undefined variable "col"
0(175) : error C1503: undefined variable "col"
0(178) : error C1503: undefined variable "col"
0(179) : error C1503: undefined variable "col"
0(190) : error C1503: undefined variable "col"
0(193) : error C1503: undefined variable "col"
0(194) : error C1503: undefined variable "col"
0(205) : error C1503: undefined variable "col"
0(208) : error C1503: undefined variable "col"
0(209) : error C1503: undefined variable "col"
0(220) : error C1503: undefined variable "col"
0(223) : error C1503: undefined variable "col"
0(224) : error C1503: undefined variable "col"
0(226) : error C1503: undefined variable "tex"
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
uniform int u_spline_count_v;
uniform int u_spline_type_u;
uniform int u_spline_type_v;
void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) {
for (int i = 0; i < 6; ++i) {
knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2));
}
if ((type.x & 1) != 0) {
if (patch_pos.x <= 2)
knot[0].x = 0.0;
if (patch_pos.x <= 1)
knot[1].x = 0.0;
}
if ((type.x & 2) != 0) {
if (patch_pos.x >= (num_patches.x - 2))
knot[5].x = float(num_patches.x);
if (pa |
グランナイツヒストリー |
v1.4.2-425-g7a7ccee5e |
2023-04-15 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
Tom Clancy's Rainbow Six Vegas |
v1.4.2-425-g7a7ccee5e |
2023-04-01 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
God of War™: Ghost of Sparta |
v1.4.2-425-g7a7ccee5e |
2023-03-30 |
Error in shader compilation: info: 0(16) : error C1503: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
God of War™: Ghost of Sparta |
v1.4.2-425-g7a7ccee5e |
2023-08-26 |
Error in shader compilation: info: 0(19) : error C1503: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
遊☆戯☆王 5D's タッグフォース6 |
v1.5.2 |
2023-03-23 |
Error in shader compilation: info: ERROR: 0:14: 'u_proj' : undeclared identifier
ERROR: 1 compilation errors. No code generated.
/ code: #version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(-normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
英雄伝説 空の軌跡 the 3rd |
v1.4.2-425-g7a7ccee5e |
2023-03-23 |
Error in shader compilation: info: 0(158) : error C1008: undefined variable "u_proj"
0(159) : error C1008: undefined variable "col"
0(175) : error C1008: undefined variable "col"
0(178) : error C1008: undefined variable "col"
0(179) : error C1008: undefined variable "col"
0(190) : error C1008: undefined variable "col"
0(193) : error C1008: undefined variable "col"
0(194) : error C1008: undefined variable "col"
0(205) : error C1008: undefined variable "col"
0(208) : error C1008: undefined variable "col"
0(209) : error C1008: undefined variable "col"
0(220) : error C1008: undefined variable "col"
0(223) : error C1008: undefined variable "col"
0(224) : error C1008: undefined variable "col"
0(226) : error C1008: undefined variable "tex"
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
uniform int u_spline_count_v;
uniform int u_spline_type_u;
uniform int u_spline_type_v;
void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) {
for (int i = 0; i < 6; ++i) {
knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2));
}
if ((type.x & 1) != 0) {
if (patch_pos.x <= 2)
knot[0].x = 0.0;
if (patch_pos.x <= 1)
knot[1].x = 0.0;
}
if ((type.x & 2) != 0) {
if (patch_pos.x >= (num_patches.x - 2))
knot[5].x = float(num_patches.x);
if (pa |
Tales of Rebirth |
v1.4.2-425-g7a7ccee5e |
2023-01-26 |
Error in shader compilation: info: 0(158) : error C1503: undefined variable "u_proj"
0(159) : error C1503: undefined variable "col"
0(175) : error C1503: undefined variable "col"
0(178) : error C1503: undefined variable "col"
0(179) : error C1503: undefined variable "col"
0(190) : error C1503: undefined variable "col"
0(193) : error C1503: undefined variable "col"
0(194) : error C1503: undefined variable "col"
0(205) : error C1503: undefined variable "col"
0(208) : error C1503: undefined variable "col"
0(209) : error C1503: undefined variable "col"
0(220) : error C1503: undefined variable "col"
0(223) : error C1503: undefined variable "col"
0(224) : error C1503: undefined variable "col"
0(226) : error C1503: undefined variable "tex"
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
uniform int u_spline_count_v;
uniform int u_spline_type_u;
uniform int u_spline_type_v;
void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) {
for (int i = 0; i < 6; ++i) {
knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2));
}
if ((type.x & 1) != 0) {
if (patch_pos.x <= 2)
knot[0].x = 0.0;
if (patch_pos.x <= 1)
knot[1].x = 0.0;
}
if ((type.x & 2) != 0) {
if (patch_pos.x >= (num_patches.x - 2))
knot[5].x = float(num_patches.x);
if (pa |
LUNAR -HARMONY of SILVER STAR- |
v1.4.2-425-g7a7ccee5e |
2023-01-26 |
Error in shader compilation: info: 0(158) : error C1503: undefined variable "u_proj"
0(159) : error C1503: undefined variable "col"
0(175) : error C1503: undefined variable "col"
0(178) : error C1503: undefined variable "col"
0(179) : error C1503: undefined variable "col"
0(190) : error C1503: undefined variable "col"
0(193) : error C1503: undefined variable "col"
0(194) : error C1503: undefined variable "col"
0(205) : error C1503: undefined variable "col"
0(208) : error C1503: undefined variable "col"
0(209) : error C1503: undefined variable "col"
0(220) : error C1503: undefined variable "col"
0(223) : error C1503: undefined variable "col"
0(224) : error C1503: undefined variable "col"
0(226) : error C1503: undefined variable "tex"
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
uniform int u_spline_count_v;
uniform int u_spline_type_u;
uniform int u_spline_type_v;
void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) {
for (int i = 0; i < 6; ++i) {
knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2));
}
if ((type.x & 1) != 0) {
if (patch_pos.x <= 2)
knot[0].x = 0.0;
if (patch_pos.x <= 1)
knot[1].x = 0.0;
}
if ((type.x & 2) != 0) {
if (patch_pos.x >= (num_patches.x - 2))
knot[5].x = float(num_patches.x);
if (pa |
Yu-Gi-Oh! GX Tag Force 2 |
v1.5.2 |
2023-01-16 |
Error in shader compilation: info: ERROR: 0:14: 'u_proj' : undeclared identifier
ERROR: 1 compilation errors. No code generated.
/ code: #version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(-normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
Yu-Gi-Oh! GX Tag Force 3 |
v1.5.2 |
2023-01-13 |
Error in shader compilation: info: ERROR: 0:14: 'u_proj' : undeclared identifier
ERROR: 1 compilation errors. No code generated.
/ code: #version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
スーパーダンガンロンパ2 さよなら絶望学園 |
v1.4.2-425-g7a7ccee5e |
2023-01-18 |
Error in shader compilation: info: ERROR: 0:19: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
スーパーダンガンロンパ2 さよなら絶望学園 |
v1.4.2-425-g7a7ccee5e |
2024-10-03 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
第2次スーパーロボット大戦Z 再世篇 |
v1.4.2-425-g7a7ccee5e |
2023-12-09 |
Error in shader compilation: info: 0(16) : error C1503: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
CRIMINALGIRLS |
v1.4.2-425-g7a7ccee5e |
2022-12-28 |
Error in shader compilation: info: 0(158) : error C1503: undefined variable "u_proj"
0(159) : error C1503: undefined variable "col"
0(175) : error C1503: undefined variable "col"
0(178) : error C1503: undefined variable "col"
0(179) : error C1503: undefined variable "col"
0(190) : error C1503: undefined variable "col"
0(193) : error C1503: undefined variable "col"
0(194) : error C1503: undefined variable "col"
0(205) : error C1503: undefined variable "col"
0(208) : error C1503: undefined variable "col"
0(209) : error C1503: undefined variable "col"
0(220) : error C1503: undefined variable "col"
0(223) : error C1503: undefined variable "col"
0(224) : error C1503: undefined variable "col"
0(226) : error C1503: undefined variable "tex"
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
uniform int u_spline_count_v;
uniform int u_spline_type_u;
uniform int u_spline_type_v;
void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) {
for (int i = 0; i < 6; ++i) {
knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2));
}
if ((type.x & 1) != 0) {
if (patch_pos.x <= 2)
knot[0].x = 0.0;
if (patch_pos.x <= 1)
knot[1].x = 0.0;
}
if ((type.x & 2) != 0) {
if (patch_pos.x >= (num_patches.x - 2))
knot[5].x = float(num_patches.x);
if (pa |
Prince of Persia - Revelations |
v1.4.2-425-g7a7ccee5e |
2023-01-19 |
Error in shader compilation: info: 0(16) : error C1503: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
刺客信条 血统 汉化版 PLAY汉化组 |
v1.4.2-425-g7a7ccee5e |
2024-08-17 |
Error in shader compilation: info: Vertex shader failed to compile with the following errors:
ERROR: 0:19: error(#143) Undeclared identifier u_proj
ERROR: error(#273) 1 compilation errors. No code generated
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
Grand Theft Auto: Vice City Stories |
v1.4.2-425-g7a7ccee5e |
2024-08-17 |
Error in shader compilation: info: Vertex shader failed to compile with the following errors:
ERROR: 0:16: error(#143) Undeclared identifier u_proj
ERROR: error(#273) 1 compilation errors. No code generated
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
Ys SEVEN |
v1.4.2-425-g7a7ccee5e |
2022-12-11 |
Error in shader compilation: info: 0(16) : error C1008: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
God of War: Chains of Olympus |
v1.4.2-425-g7a7ccee5e |
2022-11-30 |
Error in shader compilation: info: Vertex shader failed to compile with the following errors:
ERROR: 0:19: error(#143) Undeclared identifier: u_proj
ERROR: error(#273) 1 compilation errors. No code generated
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
God of War™: Ghost of Sparta |
v1.4.2-425-g7a7ccee5e |
2024-01-06 |
Error in shader compilation: info: ERROR: 0:19: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
God of War: Chains of Olympus |
v1.4.2-425-g7a7ccee5e |
2024-02-03 |
Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(-normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
イース -フェルガナの誓い- |
v1.4.2-425-g7a7ccee5e |
2022-12-02 |
Error in shader compilation: info: 0(158) : error C1008: undefined variable "u_proj"
0(159) : error C1008: undefined variable "col"
0(175) : error C1008: undefined variable "col"
0(178) : error C1008: undefined variable "col"
0(179) : error C1008: undefined variable "col"
0(190) : error C1008: undefined variable "col"
0(193) : error C1008: undefined variable "col"
0(194) : error C1008: undefined variable "col"
0(205) : error C1008: undefined variable "col"
0(208) : error C1008: undefined variable "col"
0(209) : error C1008: undefined variable "col"
0(220) : error C1008: undefined variable "col"
0(223) : error C1008: undefined variable "col"
0(224) : error C1008: undefined variable "col"
0(226) : error C1008: undefined variable "tex"
/ code: #version 330
#define lowp
#define mediump
#define highp
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump float u_lightangle3;
uniform mediump float u_lightspotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler1D u_tess_pos_tex;
uniform sampler1D u_tess_tex_tex;
uniform sampler1D u_tess_col_tex;
uniform int u_spline_count_u;
vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) {
vec2 pos = vec2(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) {
vec3 pos = vec3(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) {
vec4 pos = vec4(0.0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
float f = weights[j].x * weights[i].y;
if (f != 0.0)
pos = pos + f * points[i * 4 + j];
}
}
return pos;
}
uniform int u_spline_count_v;
uniform int u_spline_type_u;
uniform int u_spline_type_v;
void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) {
for (int i = 0; i < 6; ++i) {
knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2));
}
if ((type.x & 1) != 0) {
if (patch_pos.x <= 2)
knot[0].x = 0.0;
if (patch_pos.x <= 1)
knot[1].x = 0.0;
}
if ((type.x & 2) != 0) {
if (patch_pos.x >= (num_patches.x - 2))
knot[5].x = float(num_patches.x);
if (pa |
Pirates of the Caribbean: At World's End |
v1.4.2 |
2022-11-23 |
Error in shader compilation: info: Compile failed.
ERROR: 0:17: 'gl_FragDepth' : undeclared identifier
1 compilation errors. No code generated.
/ code: #version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying highp vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
if (v.a < 0.002) discard;
v.rgb = v.rgb * 2.0;
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000);
gl_FragDepth = z;
}
|
Pirates of the Caribbean: At World's End |
v1.4.2 |
2022-11-23 |
Error in shader compilation: info: Compile failed.
ERROR: 0:10: 'gl_FragDepth' : undeclared identifier
1 compilation errors. No code generated.
/ code: #version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
varying vec4 v_color0;
void main() {
vec4 v = v_color0;
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
|
Pirates of the Caribbean: At World's End |
v1.4.2 |
2022-11-23 |
Error in shader compilation: info: Compile failed.
ERROR: 0:18: 'gl_FragDepth' : undeclared identifier
1 compilation errors. No code generated.
/ code: #version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying highp vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * 2.0;
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
|
Pirates of the Caribbean: At World's End |
v1.4.2 |
2022-11-23 |
Error in shader compilation: info: Compile failed.
ERROR: 0:15: 'gl_FragDepth' : undeclared identifier
1 compilation errors. No code generated.
/ code: #version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
varying highp vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = v.rgb * 2.0;
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
|
Pirates of the Caribbean: At World's End |
v1.4.2 |
2022-11-23 |
Error in shader compilation: info: Compile failed.
ERROR: 0:17: 'gl_FragDepth' : undeclared identifier
1 compilation errors. No code generated.
/ code: #version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying highp vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
v.rgb = v.rgb * 2.0;
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (1.0/65535.0) * floor(z * 65535.0);
gl_FragDepth = z;
}
|
Pirates of the Caribbean: At World's End |
v1.4.2 |
2022-11-23 |
Error in shader compilation: info: Compile failed.
ERROR: 0:18: 'gl_FragDepth' : undeclared identifier
1 compilation errors. No code generated.
/ code: #version 100
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying highp vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * 2.0;
gl_FragColor = v;
highp float z = gl_FragCoord.z;
z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000);
gl_FragDepth = z;
}
|