Kind #880: Vulkan error in shader compilation: info: %s / code: %s
Game: Assassin's Creed: Bloodlines™ (ULUS10455_1.00)
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:40: 'texture' : no matching overloaded function found
ERROR: 0:40: '=' : cannot convert from ' const float' to ' global highp 4-component vector of float'
ERROR: 0:40: '' : 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
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
layout (early_fragment_tests) in;
layout (std140, set = 0, binding = 3) uniform baseUBO {
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 (binding = 0) uniform sampler2D tex;
layout (location = 1) in vec4 v_color0;
layout (location = 3) in float v_fogdepth;
layout (location = 0) in vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb, p.a);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(base.fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, base.stencilReplace);
}
Status: new. 1 hits from 2022-07-07 17:30:57 to 2022-07-07 17:30:57 UTC. Message #2127072.
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