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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