Kind #970: Error in shader compilation: info: %s
%s
%s
Game: FIFA 14 (ULUS10655_1.00)
Error in shader compilation: info: Fragment shader compilation failed.
Internal compiler error: unexpected operator
001c1a96:0580d022 Tex TexAlpha 2x WriteMask ReplaceBlend_6A:10_B:6_Eq:2 StenToAlpha Sten0 TFuncMod AlphaTest >
#version 300 es
// Driver: Adreno (TM) 320 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 001c1a96:0580d022 Tex TexAlpha 2x WriteMask ReplaceBlend_6A:10_B:6_Eq:2 StenToAlpha Sten0 TFuncMod AlphaTest >
precision highp int;
uniform sampler2D tex;
uniform sampler2D fbotex;
uniform vec3 u_blendFixA;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
uniform uint u_colorWriteMask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
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);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
v.rgb = destColor.rgb * v.aaa * 2.0 - v.rgb * u_blendFixA;
fragColor0 = vec4(v.rgb, 0.0);
highp uint v32 = packUnorm4x8R(fragColor0);
highp uint d32 = packUnorm4x8R(destColor);
v32 = (v32 & u_colorWriteMask) | (d32 & ~u_colorWriteMask);
fragColor0 = unpackUnorm4x8R(v32);
}
Status: new. 4 hits from 2023-02-13 00:41:15 to 2023-02-13 00:45:31 UTC. Message #2283275.
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