Message #2206718 - Error in shader compilation: info: %s %s %s

Kind #970: Error in shader compilation: info: %s %s %s

Game: DISSIDIA 012[duodecim] FINAL FANTASY (ULES01505_1.00)

Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:179: 'outerProduct' : no matching overloaded function found 
ERROR: 0:179: '=' :  cannot convert from 'const float' to '4X4 matrix of float'
ERROR: 2 compilation errors.  No code generated.


00080000:00007b18 HWX C T N Tex Spline TessC TessT TessRevN 
#version 300 es
// Adreno (TM) 306 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
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_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
uniform sampler2D u_tess_points;
uniform sampler2D u_tess_weights_u;
uniform sampler2D u_tess_weights_v;
uniform int u_spline_counts;
vec2 tess_sample(in vec2 points[16], mat4 weights) {
  vec2 pos = vec2(0.0, 0.0);
  pos += weights[0][0] * points[0];
  pos += weights[0][1] * points[1];
  pos += weights[0][2] * points[2];
  pos += weights[0][3] * points[3];
  pos += weights[1][0] * points[4];
  pos += weights[1][1] * points[5];
  pos += weights[1][2] * points[6];
  pos += weights[1][3] * points[7];
  pos += weights[2][0] * points[8];
  pos += weights[2][1] * points[9];
  pos += weights[2][2] * points[10];
  pos += weights[2][3] * points[11];
  pos += weights[3][0] * points[12];
  pos += weights[3][1] * points[13];
  pos += weights[3][2] * points[14];
  pos += weights[3][3] * points[15];
  return pos;
}
vec3 tess_sample(in vec3 points[16], mat4 weights) {
  vec3 pos = vec3(0.0, 0.0, 0.0);
  pos += weights[0][0] * points[0];
  pos += weights[0][1] * points[1];
  pos += weights[0][2] * points[2];
  pos += weights[0][3] * points[3];
  pos += weights[1][0] * points[4];
  pos += weights[1][1] * points[5];
  pos += weights[1][2] * points[6];
  pos += weights[1][3] * points[7];
  pos += weights[2][0] * points[8];
  pos += weights[2][1] * points[9];
  pos += weights[2][2] * points[10];
  pos += weights[2][3] * points[11];
  pos += weights[3][0] * points[12];
  pos += weights[3][1] * points[13];
  pos += weights[3][2] * points[14];
  pos += weights[3][3] * points[15];
  return pos;
}
vec4 tess_sample(in vec4 points[16], mat4 weights) {
  vec4 pos = vec4(0.0, 0.0, 0.0, 0.0);
  pos += weights[0][0] * points[0];
  pos += weights[0][1] * points[1];
  pos += weights[0][2] * points[2];
  pos += weights[0][3] * points[3];
  pos += weights[1][0] * points[4];
  pos += weights[1][1] * points[5];
  pos += weights[1][2] * points[6];
  pos += weights[1][3] * points[7];
  pos += weights[2][0] * points[8];
  pos += weights[2][1] * points[9];
  pos += weights[2][2] * points[10];
  pos += weights[2][3] * points[11];
  pos += weights[3][0] * points[12];
  pos += weights[3][1] * points[13];
  pos += weights[3][2] * points[14];
  pos += weights[3][3] * points[15];
  return pos;
}
struct Tess {
  vec3 pos;
  vec2 tex;
  vec4 col;
};
void tessellate(out Tess tess) {
  ivec2 point_pos = ivec2(position.z, normal.z);
  ivec2 weight_idx = ivec2(position.xy);
  vec3 _pos[16];
  vec2 _tex[16];
  vec4 _col[16];
  int index_u, index_v;
  index_u = (0 + point_pos.x);
  index_v = (0 + point_pos.y);
  _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
  _tex[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy;
  _col[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba;
  index_u = (1 + point_pos.x);
  index_v = (0 + point_pos.y);
  _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
  _tex[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy;
  _col[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba;
  index_u = (2 + point_pos.x);
  index_v = (0 + point_pos.y);
  _pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
  _tex[2] = texelFetch(u_tess_poin

Status: new. 1 hits from 2022-11-11 13:09:36 to 2022-11-11 13:09:36 UTC. Message #2206718.

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