Kind #967: Error in shader program link: info: %s
fs: %s
%s
vs: %s
%s
Game: モンハン日記 ぽかぽかアイルー村G (ULJM05881_1.01)
Error in shader program link: info: Link Error: Vertex and Fragment shaders were not compiled with the same language version.
fs: 00000000:0020f822 Tex TexAlpha LM Fog TFuncMod AlphaTest >=
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01070000:00000b1d HWX C T N LM Fog Tex Light: MatUp:7
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying highp vec3 v_texcoord;
varying highp float v_fogdepth;
vec4 depthRoundZVP(vec4 v) {
float z = v.z / v.w;
z = z * u_depthRange.x + u_depthRange.y;
z = floor(z);
z = (z - u_depthRange.z) * u_depthRange.w;
return vec4(v.x, v.y, z * v.w, v.w);
}
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);
gl_Position = depthRoundZVP(u_proj * viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
Status: new. 1 hits from 2021-04-23 14:54:47 to 2021-04-23 14:54:47 UTC. Message #1830655.
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