Kind #967: Error in shader program link: info: %s
fs: %s
%s
vs: %s
%s
Game: Crash® of the Titans (ULUS10304_1.01)
Error in shader program link: info: Compile failed.
ERROR: 0:46: ';' : 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: 0:12: 'attribute' : deprecated as of language version 130
WARNING: 0:32: 'varying' : deprecated as of language version 130
WARNING: 0:33: 'varying' : deprecated as of language version 130
WARNING: 0:34: 'varying' : deprecated as of language version 130
WARNING: 0:37: 'function_call_constructor@vec4_vec4@24' : used without being initialised
WARNING: 8 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: 00000000:00000802 Tex 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 = vec4(t.rgb * p.rgb, p.a) + s;
fragColor0 = v;
}
vs: 03000000:41c00b31 HWX T N LM Tex Bones:8 Light: WScale 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 mediump vec4 w1, w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalize(mul(vec4(skinnednormal, 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 2021-06-06 09:53:20 to 2021-06-06 09:53:20 UTC. Message #1863556.
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