Message #1523191 - Error in shader program link: info: %s fs: %s %s vs: %s %s

Kind #967: Error in shader program link: info: %s fs: %s %s vs: %s %s

Game: Grand Theft Auto: Liberty City Stories (ULES00151_2.00)

Error in shader program link: info: LinkShaders: Too many uniforms.

fs: 00002a82:00800802 Tex LM 2x ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod 
#version 300 es
precision lowp float;
uniform sampler2D tex;
uniform vec3 u_blendFixA;
uniform vec3 u_blendFixB;
 in vec4 v_color0;
 in vec3 v_color1;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
  vec4 s = vec4(v_color1, 0.0);
  vec4 t = texture(tex, v_texcoord.xy);
  vec4 p = v_color0;
  vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
  v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
  v.rgb = v.rgb * u_blendFixA;
  fragColor0 = v;
}

vs: 01370000:00120b11 HWX T N LM Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 MatUp:7 
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
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 vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
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);
  vec4 outPos = u_proj * viewPos;
  lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
  vec3 toLight;
  lowp vec3 diffuse;
  mediump float ldot;
  toLight = u_lightpos0;
  ldot = dot(toLight, worldnormal);
  diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
  lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
  toLight = u_lightpos1;
  ldot = dot(toLight, worldnormal);
  diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
  lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
  v_color0 = clamp(lightSum0, 0.0, 1.0);
  v_color1 = vec3(0.0);
  v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0);
  gl_Position = outPos;
}

Status: new. 1 hits from 2020-04-13 22:17:54 to 2020-04-13 22:17:54 UTC. Message #1523191.

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