Kind #970: Error in shader compilation: info: %s
%s
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Game: Assassin's Creed: Bloodlines™ (NPEH00029_1.01)
Error in shader compilation: info: Fragment shader compilation failed.
Internal compiler error: unexpected operator
001c2286:0100038e Tex WriteMask TClampST ReplaceBlend_6A:10_B:8_Eq:0 StenToAlpha StenUniform TFuncRepl
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 001c2286:0100038e Tex WriteMask TClampST ReplaceBlend_6A:10_B:8_Eq:0 StenToAlpha StenUniform TFuncRepl
precision highp int;
uniform sampler2D tex;
uniform sampler2D fbotex;
uniform vec3 u_blendFixA;
uniform vec4 u_texclamp;
uniform uint u_colorWriteMask;
uniform float u_stencilReplaceValue;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
uint packUnorm4x8R(vec4 v) {
highp vec4 f = clamp(v, 0.0, 1.0);
uvec4 u = uvec4(255.0 * f);
return u.x | (u.y << 0x8u) | (u.z << 0x10u) | (u.w << 0x18u);
}
vec4 unpackUnorm4x8R(highp uint x) {
highp uvec4 u = uvec4(x & 0xFFu, (x >> 0x8u) & 0xFFu, (x >> 0x10u) & 0xFFu, (x >> 0x18u) & 0xFFu);
highp vec4 f = vec4(u);
return f * (1.0 / 255.0);
}
void main() {
lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0);
vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb, p.a);
v.rgb = v.rgb * u_blendFixA + destColor.rgb * destColor.aaa * 2.0;
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
highp uint v32 = packUnorm4x8R(fragColor0);
highp uint d32 = packUnorm4x8R(destColor);
v32 = (v32 & u_colorWriteMask) | (d32 & ~u_colorWriteMask);
fragColor0 = unpackUnorm4x8R(v32);
}
Status: new. 1 hits from 2023-01-10 04:27:35 to 2023-01-10 04:27:35 UTC. Message #2261358.
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