Message #2162796 - Vulkan error in shader compilation: info: %s / code: %s

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

Game: NARUTO SHIPPUDEN: Ultimate Ninja Impact (ULES01537_1.01)

Vulkan error in shader compilation: info: ERROR: 0:73: 'location' : SPIR-V requires location for user input/output 
ERROR: 1 compilation errors.  No code generated.

 / code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;


layout (std140, set = 0, binding = 3) uniform baseVars {
  mat4 u_proj;
  mat4 u_proj_through;
  mat3x4 u_view;
  mat3x4 u_world;
  mat3x4 u_texmtx;
  vec4 u_uvscaleoffset;
  vec4 u_depthRange;
  vec2 u_fogcoef;
  float u_stencilReplaceValue;
  vec4 u_matambientalpha;
  vec4 u_cullRangeMin;
  vec4 u_cullRangeMax;
  uint u_spline_counts;
  uint u_depal_mask_shift_off_fmt;
  uint u_colorWriteMask;
  int u_pad3;
  vec3 u_fogcolor;
  vec3 u_texenv;
  ivec4 u_alphacolorref;
  ivec4 u_alphacolormask;
  vec3 u_blendFixA;
  vec3 u_blendFixB;
  vec4 u_texclamp;
  vec2 u_texclampoff;
};
layout (std140, set = 0, binding = 4) uniform lightVars {
	vec4 u_ambient;
	vec3 u_matdiffuse;
	vec4 u_matspecular;
	vec3 u_matemissive;
	vec3 u_lightpos0;
	vec3 u_lightpos1;
	vec3 u_lightpos2;
	vec3 u_lightpos3;
	vec3 u_lightdir0;
	vec3 u_lightdir1;
	vec3 u_lightdir2;
	vec3 u_lightdir3;
	vec3 u_lightatt0;
	vec3 u_lightatt1;
	vec3 u_lightatt2;
	vec3 u_lightatt3;
	vec4 u_lightangle_spotCoef0;
	vec4 u_lightangle_spotCoef1;
	vec4 u_lightangle_spotCoef2;
	vec4 u_lightangle_spotCoef3;
	vec3 u_lightambient0;
	vec3 u_lightambient1;
	vec3 u_lightambient2;
	vec3 u_lightambient3;
	vec3 u_lightdiffuse0;
	vec3 u_lightdiffuse1;
	vec3 u_lightdiffuse2;
	vec3 u_lightdiffuse3;
	vec3 u_lightspecular0;
	vec3 u_lightspecular1;
	vec3 u_lightspecular2;
	vec3 u_lightspecular3;
};
layout (location = 0) in vec3 position;
layout (location = 2) in vec3 normal;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
in float h_depth;
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 = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
  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(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 1.0);
  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;
  if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999;
 gl_PointSize = 1.0;
  h_depth = outPos.z/outPos.w;
}

Status: new. 1 hits from 2022-09-03 10:37:00 to 2022-09-03 10:37:00 UTC. Message #2162796.

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