Message #2116217 - 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: Grand Theft Auto: Vice City Stories (ULES00502_1.02)

Error in shader program link: info: LinkShaders: Too many uniforms.

fs: 00000000:00a0d822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest > 
#version 320 es
// Vivante GC7000XS - 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 sampler2D testtex;
 in lowp vec4 v_color0;
 in lowp vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out 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;
  v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
  float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
  v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
  float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
  if (aResult < 0.5) DISCARD;
  fragColor0 = v;
}

vs: 01070000:0000091d HWX C T LM Fog Tex Light: MatUp:7 
#version 320 es
// Vivante GC7000XS - 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;
in 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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
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);
  lowp vec4 lightSum0 = u_ambient * color0 + 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);
  v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
  gl_Position = outPos;
}

Status: new. 1 hits from 2022-06-19 18:46:42 to 2022-06-19 18:46:42 UTC. Message #2116217.

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