Message #2122748 - Vulkan error in shader compilation: info: %s / code: %s

Kind #880: Vulkan error in shader compilation: info: %s / code: %s

Game: NARUTO: Ultimate Ninja Heroes 2 (ULES01088_1.00)

Vulkan error in shader compilation: info: ERROR: 0:52: 'normalize' : no matching overloaded function found 
ERROR: 0:52: '=' :  cannot convert from ' const float' to ' global mediump 3-component vector of float'
ERROR: 0:52: '' : compilation terminated 
ERROR: 3 compilation errors.  No code generated.

 / code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable


layout (std140, set = 0, binding = 3) uniform baseVars {
  mat4 proj_mtx;
	mat4 proj_through_mtx;
  mat3x4 view_mtx;
  mat3x4 world_mtx;
  mat3x4 tex_mtx;
  vec4 uvscaleoffset;
  vec4 depthRange;
  vec2 fogcoef;
  float stencilReplace;
  vec4 matambientalpha;
  uint spline_counts;
  uint depal_mask_shift_off_fmt;
  int pad2;
  int pad3;
  vec4 cullRangeMin;
  vec4 cullRangeMax;
  vec3 fogcolor;
  vec3 texenv;
  ivec4 alphacolorref;
  ivec4 alphacolormask;
  vec3 blendFixA;
  vec3 blendFixB;
  vec4 texclamp;
  vec2 texclampoff;
} base;
layout (std140, set = 0, binding = 4) uniform lightVars {
	vec4 u_ambient;
	vec3 matdiffuse;
	vec4 matspecular;
	vec3 matemissive;
	vec3 pos[4];
	vec3 dir[4];
	vec3 att[4];
	vec2 angle_spotCoef[4];
	vec3 ambient[4];
	vec3 diffuse[4];
	vec3 specular[4];
} light;
layout (location = 0) in vec3 position;
layout (location = 2) in vec3 normal;
layout (location = 1) in vec2 texcoord;
layout (location = 1) out vec4 v_color0;
layout (location = 0) out vec3 v_texcoord;
void main() {
  vec3 worldpos = vec4(position.xyz, 1.0) * base.world_mtx;
  mediump vec3 worldnormal = normalize(vec4(normal, 0.0) * base.world_mtx);
  vec4 viewPos = vec4(vec4(worldpos, 1.0) * base.view_mtx, 1.0);
  vec4 outPos = base.proj_mtx * viewPos;
  vec4 lightSum0 = light.u_ambient * base.matambientalpha + vec4(light.matemissive, 0.0);
  v_color0 = clamp(lightSum0, 0.0, 1.0);
  v_texcoord = vec3(texcoord.xy * base.uvscaleoffset.xy, 0.0);
  vec3 projPos = outPos.xyz / outPos.w;
  if (base.cullRangeMin.w <= 0.0 || (projPos.z >= base.cullRangeMin.z && projPos.z <= base.cullRangeMax.z)) {
    if (projPos.x < base.cullRangeMin.x || projPos.y < base.cullRangeMin.y || projPos.z < base.cullRangeMin.z || projPos.x > base.cullRangeMax.x || projPos.y > base.cullRangeMax.y || projPos.z > base.cullRangeMax.z) {
      outPos.xyzw = vec4(base.cullRangeMax.w);
    }
  }
  gl_Position = outPos;
  gl_PointSize = 1.0;
}

Status: new. 1 hits from 2022-06-30 18:27:34 to 2022-06-30 18:27:34 UTC. Message #2122748.

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