Kind #970: Error in shader compilation: info: %s
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Game: MONSTER HUNTER FREEDOM UNITE⢠(ULUS10391_1.01)
Error in shader compilation: info: ERROR: Invalid #version postshader #version 130 /*=========================================================================== \\ || "PPSSPP Multi-Pass Shaders" by Project Kube <http://project-kube.de/> is || || licensed under the Creative Commons Attribution-ShareAlike 4.0 || || International License. To view a copy of this license, visit || || http://creativecommons.org/licenses/by-sa/4.0/ || \\============================================================================*/ // ------ CONFIGURATION ------ // Anti-Alias (FXAA) #define ENABLE_ANTIALIAS // Enable Anti-Aliasing const float AA_Span_Max = 5.0; // Antialias maximum span size. const float AA_Reduce_Mul = 1.0/AA_Span_Max; // Unsure const float AA_Reduce_Min = (1.0/128.0); // Unsure // Sharpen #define ENABLE_SHARPEN // Enable Sharpening const float Sharpen_Kernel[] = float[9]( // Kernel for sharpening. (Normally left alone) 0,-1, 0, -1, 5,-1, 0,-1, 0); const float Sharpen_KernelSpan = 1.00f; // Kernel texel span. (Range 1..Inf) const float Sharpen_Multiply = 1.00f; // Multiply texel colors by this amount. (Range 0..Inf) const float Sharpen_Strength = 0.20f; // How strongly visible is the sharpen effect? (Range 0..1) // Bloom #define ENABLE_BLOOM // Enable Bloom const int Bloom_Kernel = 5; // Kernel size to use for Bloom. (Range 1..Inf) const float Bloom_KernelSpan = 1.0f; // Kernel texel span. (Range 1..Inf) const float Bloom_Multiplier = 1.0f; // Multiplier for final value. (Range 0..Inf) const float Bloom_Strength = 1.0f; // How strongly visible is the bloom effect? (Range 0..1) // Color Adjustments for bloom layer. const float Bloom_Hue = 0.00f; // Shift Hue by this amount. (Range -1..1) const float Bloom_Saturation = 0.33f; // Adjust Saturation by this amount. (Range 0..2, 1 is Neutral) const float Bloom_Value = 1.00f; // Adjust Value by this amount. (Range 0..2, 1 is Neutral) const float Bloom_Contrast = 4.00f; // Contrast amount applied. (Range 0..Inf, 1 is Neutral) const float Bloom_Brightness = -1.95f; // Brightness added, 0.0 is neutral. (Range -1..1) // Bloom Blending Mode #define BLOOM_ADDITIVE // Strong Effect, High Overexposure //#define BLOOM_SCREEN // Medium Effect, Medium Overexposure //#define BLOOM_DEBUG //Debugging mode, shows v4BloomFinal // Color Manipulation #define ENABLE_COLORMANIPULATION // Enable Color manipulation const float CM_Hue = 0.00f; // Shift Hue by this amount. (Range -1..1) const float CM_Saturation = 1.33f; // Adjust Saturation by this amount. (Range 0..2, 1 is Neutral) const float CM_Value = 1.25f; // Adjust Value by this amount. (Range 0..2, 1 is Neutral) const float CM_Contrast = 1.125f; // Contrast amount applied. (Range 0..Inf, 1 is Neutral) const float CM_Brightness = -0.025f; // Brightness added, 0.0 is neutral. (Range -1..1) // Vignette #define ENABLE_VIGNETTE // Enable Vignette const float Vignette_Strength = 0.33f; // How visible is the vignette effect? (Range 0..1) // Scanlines //#define ENABLE_SCANLINES // Enable Scanlines const float SL_CrawlSpeed = 1.00f; // Speed of scanline crawling. const float SL_MinIntensity = 0.75f; // Minimum intensity (dark lines). const float SL_MaxIntensity = 1.00f; // Maximum intensity (bright lines). const float SL_Strength = 1.00f; // Strength of scanline effect. #define SL_NTSCBLEEDING // Enable NTSC color bleeding? // Curvature //#define ENABLE_CURVATURE // Enable curvature const float Curvature_Strength = 0.33f; // Curvature strength, 0.33 is newer generation CRT, 1.00 is really old CRT. const vec3 Curvature_Border = vec3(0, 0, 0); // What color does the border have? const float Curvature_Feather = 0.33f; // How strongly should the border be feathered? (Range 0..1) #define CURVATURE_USEBRANCHING // Enable usage of early-exit branching. (Some Intel cards don't like this.) //#define CURVATURE_OLDFEATHER // Enable usage of old distance() based method. // ------ ------ ------ ------ CODE ------ ------ --
Status: new. 1 hits from 2019-09-10 16:16:33 to 2019-09-10 16:16:33 UTC. Message #1406615.
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