Message #1611752 - 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: WWE SmackDown vs. RAW 2007 (ULUS10199_1.03)

Error in shader program link: info: error: program lacks a vertex shader

fs: 00000000:00015ca2 Tex TexAlpha TexOffs LM TClamp TFuncMod AlphaTest0 == 
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform vec4 u_texclamp;
uniform vec2 u_texclampoff;
uniform sampler2D testtex;
 in vec4 v_color0;
 in vec3 v_color1;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
  vec4 s = vec4(v_color1, 0.0);
  vec2 fixedcoord = vec2((mod(v_texcoord.x, u_texclamp.x) + u_texclampoff.x), (mod(v_texcoord.y, u_texclamp.y) + u_texclampoff.y));
  vec4 t = texture(tex, fixedcoord.xy);
  vec4 p = v_color0;
  vec4 v = p * t + s;
  if (v.a > 0.002) discard;
  fragColor0 = v;
}

vs: 01f71000:00000911 HWX T LM Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 
#version 300 es
precision highp float;
in vec3 position;
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 vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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 vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
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 = vec3(0.0, 0.0, 1.0);
  vec4 viewPos = u_view * vec4(worldpos, 1.0);
  gl_Position = u_proj * viewPos;
  lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
  lowp vec3 lightSum1 = vec3(0.0);
  vec3 toLight;
  lowp vec3 diffuse;
  mediump float ldot;
  toLight = u_lightpos0;
  ldot = max(dot(toLight, worldnormal), 0.0);
  diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
  lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
  toLight = u_lightpos1;
  ldot = max(dot(toLight, worldnormal), 0.0);
  diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
  lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
  toLight = u_lightpos2;
  ldot = max(dot(toLight, worldnormal), 0.0);
  diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
  lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
  toLight = u_lightpos3;
  ldot = max(dot(toLight, worldnormal), 0.0);
  diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot;
  ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
  if (ldot > 0.0)
    lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
  lightSum0.rgb += (u_lightambient3 * u_matambientalpha.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);
}

Status: new. 1 hits from 2020-07-27 02:15:11 to 2020-07-27 02:15:11 UTC. Message #1611752.

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