Message #1801871 - 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: Surf's Up™ (ULUS10262_1.01)

Error in shader program link: info: Compile failed.
ERROR: 0:34: ';' : syntax error;
ERROR: 1 compilation errors. No code generated.

WARNING: 0:9: 'attribute' : deprecated as of language version 130
WARNING: 0:10: 'attribute' : deprecated as of language version 130
WARNING: 0:11: 'attribute' : deprecated as of language version 130
WARNING: 0:23: 'varying' : deprecated as of language version 130
WARNING: 0:24: 'varying' : deprecated as of language version 130
WARNING: 0:25: 'varying' : deprecated as of language version 130
WARNING: 0:27: 'function_call_constructor@vec4_vec4@0' : used without being initialised
WARNING: 7 compilation warnings.

Success.
WARNING: 0:10: 'varying' : deprecated as of language version 130
WARNING: 0:11: 'varying' : deprecated as of language version 130
WARNING: 0:12: 'varying' : deprecated as of language version 130
WARNING: 0:15: 'function_call_constructor@vec4_vec4@0' : used without being initialised
WARNING: 0:16: 'texture2D' : function or matching overload deprecated as of language version 130
WARNING: 5 compilation warnings.


fs: 00000000:00000822 Tex TexAlpha LM TFuncMod 
#version 130
// Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
 varying lowp vec4 v_color0;
 varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
  vec4 s = vec4(v_color1, 0.0);
  vec4 t = texture2D(tex, v_texcoord.xy);
  vec4 p = v_color0;
  vec4 v = p * t + s;
  fragColor0 = v;
}

vs: 01010000:00000b31 HWX T N LM Tex Light: MatUp:1 Cull 
#version 130
// Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
void main() {
  vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
  mediump vec3 worldnormal = normalize(mul(vec4(normal, 0.0), u_world).xyz);
  vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
  vec4 outPos = mul(u_proj, viewPos);
  lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
  mediump float ldot;
  v_color0 = clamp(lightSum0, 0.0, 1.0);
  v_color1 = splat3(0.0);
  v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
  vec3 projPos = outPos.xyz / outPos.w;
  if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
    if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
      outPos.xyzw = u_cullRangeMax.wwww;
    }
  }
  gl_Position = outPos;
}

Status: new. 1 hits from 2021-03-22 01:00:29 to 2021-03-22 01:00:29 UTC. Message #1801871.

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