Message #1977202 - 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: Dragon Ball Z: Tenkaichi Tag Team (ULUS10537_1.00)

Error in shader program link: info: Assertion failed: ((unsigned)abs(Offset) <= QTM.getConstRegFileSize(mod) * 4) && "Offset too large or too small"
fs: 00000000:02000032 Tex TexAlpha StenToAlphaDual StenUniform TFuncAdd 
#version 320 es
#extension GL_EXT_blend_func_extended : require
#extension GL_EXT_shader_framebuffer_fetch : require
// Adreno (TM) 506 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
 in lowp vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
out vec4 fragColor1;
void main() {
  vec4 t = texture(tex, v_texcoord.xy);
  vec4 p = v_color0;
  vec4 v = vec4(p.rgb + t.rgb, p.a * t.a);
  fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
  fragColor1 = vec4(0.0, 0.0, 0.0, v.a);
}

vs: 00000000:00000930 HWX T Tex Cull 
#version 320 es
// Adreno (TM) 506 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
vec3 normalizeOr001(vec3 v) {
   return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
  vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
  mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
  vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
  vec4 outPos = mul(u_proj, viewPos);
  v_color0 = u_matambientalpha;
  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. 2 hits from 2021-11-06 08:17:23 to 2021-11-06 08:17:30 UTC. Message #1977202.

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