Kind #970: Error in shader compilation: info: %s
%s
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Game: Gran Turismo® (UCES01245_2.00)
Error in shader compilation: info: (unknown reason)
postshader
#version 320 es
precision mediump float;
precision highp int;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec2 u_texelDelta;
in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
void main()
{
float FXAA_SPAN_MAX = 8.0;
float FXAA_REDUCE_MUL = 0.125;
float FXAA_REDUCE_MIN = 0.0078125;
vec3 rgbNW = texture(sampler0, v_texcoord0 + (vec2(-1.0) * u_texelDelta)).xyz;
vec3 rgbNE = texture(sampler0, v_texcoord0 + (vec2(1.0, -1.0) * u_texelDelta)).xyz;
vec3 rgbSW = texture(sampler0, v_texcoord0 + (vec2(-1.0, 1.0) * u_texelDelta)).xyz;
vec3 rgbSE = texture(sampler0, v_texcoord0 + (vec2(1.0) * u_texelDelta)).xyz;
vec3 rgbM = texture(sampler0, v_texcoord0).xyz;
vec3 luma = vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625);
float lumaNW = dot(rgbNW, luma);
float lumaNE = dot(rgbNE, luma);
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma);
float lumaM = dot(rgbM, luma);
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = (lumaNW + lumaSW) - (lumaNE + lumaSE);
float dirReduce = max((((lumaNW + lumaNE) + lumaSW) + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * u_texelDelta;
vec3 rgbA = (texture(sampler0, v_texcoord0 + (dir * (-0.16666667163372039794921875))).xyz + texture(sampler0, v_texcoord0 + (dir * 0.16666667163372039794921875)).xyz) * 0.5;
vec3 rgbB = (rgbA * 0.5) + ((texture(sampler0, v_texcoord0 + (dir * (-0.5))).xyz + texture(sampler0, v_texcoord0 + (dir * 0.5)).xyz) * 0.25);
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax))
{
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor = vec4(rgbA.x, rgbA.y, rgbA.z, _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.w);
}
else
{
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor = vec4(rgbB.x, rgbB.y, rgbB.z, _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.w);
}
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor.w = 1.0;
}
Status: new. 2 hits from 2022-11-16 18:05:37 to 2022-11-16 18:07:01 UTC. Message #2210187.
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