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)
00000000:000003ee Tex TexAlpha Depal TClampST TFuncRepl
#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(t2Status: new. 1 hits from 2021-08-10 16:44:14 to 2021-08-10 16:44:14 UTC. Message #1911033.
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