Message #1406615 - Error in shader compilation: info: %s %s %s

Kind #970: Error in shader compilation: info: %s %s %s

Game: MONSTER HUNTER FREEDOM UNITEā„¢ (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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