Message #1655548 - Error in shader compilation: info: %s %s %s

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

Game: Dante's Inferno™ (ULUS10469_1.01)

Error in shader compilation: info: ERROR: 0:107: '-' :  wrong operand types  no operation '-' exists that takes a left-hand operand of type 'const int' and a right operand of type 'float' (or there is no acceptable conversion)
ERROR: 0:107: '*' :  wrong operand types  no operation '*' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:107: '-' :  wrong operand types  no operation '-' exists that takes a left-hand operand of type 'const int' and a right operand of type 'float' (or there is no acceptable conversion)
ERROR: 0:107: '*' :  wrong operand types  no operation '*' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:107: '-' :  wrong operand types  no operation '-' exists that takes a left-hand operand of type 'const int' and a right operand of type 'float' (or there is no acceptable conversion)
ERROR: 0:107: '*' :  wrong operand types  no operation '*' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 6 compilation errors.  No code generated.


postshader
#ifdef GL_ES
precision mediump float;
#endif
/*
   AA shader 4.o - filtro - fast version
   
   Copyright (C) 2016 guest(r) - [email protected]

   This program is free software; you can redistribute it and/or
   modify it under the terms of the GNU General Public License
   as published by the Free Software Foundation; either version 2
   of the License, or (at your option) any later version.

   This program is distributed in the hope that it will be useful,
   but WITHOUT ANY WARRANTY; without even the implied warranty of
   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   GNU General Public License for more details.

   You should have received a copy of the GNU General Public License
   along with this program; if not, write to the Free Software
   Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/

// edit this value to get the smoothing right

const float scale = 7.0; // 4.0 -> smooth, 8.0 -> sharp


#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif

uniform sampler2D sampler0;

varying vec2 v_position;

uniform vec2 u_texelDelta;
uniform vec2 u_pixelDelta;
 
const vec3 dt = vec3(1.0,1.0,1.0);

vec4 yx = vec4(1.0/480.0,1.0/272.0,-1.0/480.0,-1.0/272.0)/scale;
vec4 xy = vec4(2.0/480.0,2.0/272.0,-2.0/480.0,-2.0/272.0)/scale;

vec3 texture2d (vec2 texcoord) {

	vec3 s00 = texture2D(sampler0, texcoord + yx.zw).xyz; 
	vec3 s20 = texture2D(sampler0, texcoord + yx.xw).xyz; 
	vec3 s22 = texture2D(sampler0, texcoord + yx.xy).xyz; 
	vec3 s02 = texture2D(sampler0, texcoord + yx.zy).xyz; 

	float m1=dot(abs(s00-s22),dt)+0.001;
	float m2=dot(abs(s02-s20),dt)+0.001;

	return .5*(m2*(s00+s22)+m1*(s02+s20))/(m1+m2);
}

 
void main()
{
	// Calculating texel coordinates

	vec2 size     = vec2(480.0,272.0)*scale;
	vec2 inv_size = vec2(1.0/480.0,1.0/272.0)/scale;
	
	vec2 OGL2Pos = v_position * size;
	vec2 fp = fract(OGL2Pos);
	vec2 dx = vec2(inv_size.x,0.0);
	vec2 dy = vec2(0.0, inv_size.y);
	vec2 g1 = vec2(inv_size.x,inv_size.y);
	vec2 g2 = vec2(-inv_size.x,inv_size.y);
	
	vec2 pC4 = floor(OGL2Pos) * inv_size + 0.5*inv_size;	
	
	// Reading the texels
	vec3 C0 = texture2d(pC4 - g1); 
	vec3 C1 = texture2d(pC4 - dy);
	vec3 C2 = texture2d(pC4 - g2);
	vec3 C3 = texture2d(pC4 - dx);
	vec3 C4 = texture2d(pC4     );
	vec3 C5 = texture2d(pC4 + dx);
	vec3 C6 = texture2d(pC4 + g2);
	vec3 C7 = texture2d(pC4 + dy);
	vec3 C8 = texture2d(pC4 + g1);
	
	vec3 ul, ur, dl, dr;
	float m1, m2;
	
	m1 = dot(abs(C0-C4),dt)+0.001;
	m2 = dot(abs(C1-C3),dt)+0.001;
	ul = (m2*(C0+C4)+m1*(C1+C3))/(m1+m2);  
	
	m1 = dot(abs(C1-C5),dt)+0.001;
	m2 = dot(abs(C2-C4),dt)+0.001;
	ur = (m2*(C1+C5)+m1*(C2+C4))/(m1+m2);
	
	m1 = dot(

Status: new. 1 hits from 2020-09-15 22:24:52 to 2020-09-15 22:24:52 UTC. Message #1655548.

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