Message #2255813 - Error in shader program link: info: %s fs: %s %s vs: %s %s

Kind #967: Error in shader program link: info: %s fs: %s %s vs: %s %s

Game: Los Simpson™ El Videojuego (ULES00979_1.00)

Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
0(71) : warning C7050: "distance" might be used before being initialized

fs: 00180000:0100d000 StenToAlpha StenUniform AlphaTest > 
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0100d000 StenToAlpha StenUniform AlphaTest > 
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
uniform float u_stencilReplaceValue;
 in lowp vec4 v_color0;
in mediump float v_fogdepth;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
  vec4 v = v_color0 ;
  if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u))  <=  int(u_alphacolorref >> 0x18u)) DISCARD;
  fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}

vs: 01000000:80000928 HWX C T Light: LightUberShader Cull 
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000928 HWX C T Light: LightUberShader Cull 
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
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(0.0, 0.0, 1.0, 0.0), u_world).xyz);
  vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
  vec4 outPos = mul(u_proj, viewPos);
  vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
  vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
  vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
  lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
  lowp vec3 lightSum1 = splat3(0.0);
  vec3 toLight;
  lowp vec3 diffuse;
  float distance;
  lowp float lightScale;
  mediump float ldot;
  lowp float 

Status: new. 1 hits from 2023-01-05 00:07:01 to 2023-01-05 00:07:01 UTC. Message #2255813.

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