Message #2264699 - Error in shader compilation: info: %s %s %s

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

Game: 侍道2ポータブル (ULJS00217_1.03)

Error in shader compilation: info: ERROR: 0:82: 'assign' :  l-value required "h_normal" (can't modify an attribute)
ERROR: 1 compilation errors.  No code generated.


03170000:41c00b3d HWX C T N LM Fog Tex Bones:8 Light: 0: c:0 t:0 MatUp:7 WScale 1 Cull 
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Adreno (TM) 512 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in mediump vec4 w1, w2;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec4 u_ambient;
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 lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
   return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
  mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7);
  vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
  vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
  mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
  mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz);
  vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
  vec4 outPos = mul(u_proj, viewPos);
  lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
  vec3 toLight;
  lowp vec3 diffuse;
  mediump float ldot;
  toLight = u_lightpos0;
  ldot = dot(toLight, worldnormal);
  diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
  lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
  v_color0 = clamp(lightSum0, 0.0, 1.0);
  v_color1 = splat3(0.0);
  v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
  v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
  vec3 projPos = outPos.xyz / outPos.w;
  float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
  if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
    if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
      outPos.xyzw = u_cullRangeMax.wwww;
    }
  }
  if (u_cullRangeMin.w <= 0.0) {
    if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
      outPos.xyzw = u_cullRangeMax.wwww;
    }
  }
  gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
  if (u_cullRangeMin.w > 0.0) {
    gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
    gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
  }
  gl_Position = outPos;
  h_normal = worldnormal*0.5+0.5;
}

Status: new. 1 hits from 2023-01-15 00:12:48 to 2023-01-15 00:12:48 UTC. Message #2264699.

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