Message #1911027 - Error in shader compilation: info: %s %s %s

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

Game: Dragon Ball Z: Tenkaichi Tag Team (ULUS10537_1.00)

Error in shader compilation: info: (unknown reason)
00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod 
#version 300 es
precision lowp float;
precision highp int;
uniform sampler2D tex;
uniform vec4 u_texclamp;
uniform sampler2D pal;
uniform int u_depal;
 in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
  vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w));
  vec2 uv = fixedcoord.xy;
  vec2 uv_round;
  vec2 tsize = vec2(textureSize(tex, 0));
  vec2 fraction;
  bool bilinear = (u_depal >> 31) != 0;
  if (bilinear) {
    uv_round = uv * tsize - vec2(0.5, 0.5);
    fraction = fract(uv_round);
    uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize;
  } else {
    uv_round = uv;
  }
  vec4 t = texture(tex, uv_round);
  vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0));
  vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1));
  vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1));
  int depalMask = (u_depal & 0xFF);
  int depalShift = ((u_depal >> 8) & 0xFF);
  int depalOffset = (((u_depal >> 16) & 0xFF) << 4);
  int depalFmt = ((u_depal >> 24) & 0x3);
  ivec4 col; int index0; int index1; int index2; int index3;
  switch (depalFmt) {
  case 0:
    col = ivec4(t.rgb * vec3(31.99, 63.99, 31.99), 0);
    index0 = (col.b << 11) | (col.g << 5) | (col.r);
    if (bilinear) {
      col = ivec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0);
      index1 = (col.b << 11) | (col.g << 5) | (col.r);
      col = ivec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0);
      index2 = (col.b << 11) | (col.g << 5) | (col.r);
      col = ivec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0);
      index3 = (col.b << 11) | (col.g << 5) | (col.r);
    }
    break;
  case 1:
    col = ivec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0));
    index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);
    if (bilinear) {
      col = ivec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0));
      index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);
      col = ivec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0));
      index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);
      col = ivec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0));
      index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);
    }
    break;
  case 2:
    col = ivec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99));
    index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);
    if (bilinear) {
      col = ivec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99));
      index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);
      col = ivec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99));
      index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);
      col = ivec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99));
      index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);
    }
    break;
  case 3:
    col = ivec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99));
    index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);
    if (bilinear) {
      col = ivec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99));
      index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);
      col = ivec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99));
      index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);
      col = ivec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99));
      index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);
    }
    break;
  };
  index0 = ((index0 >> depalShift) & depalMask) | depalOffset;
  t = texelFetch(pal, ivec2(index0, 0), 0);
  if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) {
    index1 = ((index1 >> depalShift) & depalMask) | depalOffset;
    index2 = ((index2 >> depalShift) & depalMask) | depalOffset;
    index3 = ((index3 >> depalShift) & depalMask) | depalOffset;
    t1 = texelFetch(pal, ivec2(index1, 0), 0);
    t2 = texelFetch(pal, ivec2(index2, 0), 0);
    t3 = texelFetch(pal, ivec2(index3, 0), 0);
    t = mix(t, t1, fraction.x);
    t2 = mix(t2,

Status: new. 1 hits from 2021-08-10 16:44:13 to 2021-08-10 16:44:13 UTC. Message #1911027.

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