Kind #967: Error in shader program link: info: %s
fs: %s
%s
vs: %s
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Game: eFootball PES 2022 Danilo Gamer (DaniloGamer_1.01)
Error in shader program link: info: L0001 The fragment floating-point variable u_texelDelta does not match the vertex variable u_texelDelta.
The precision does not match.
fs: postshader
#version 320 es
precision mediump float;
precision highp int;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec4 u_time;
uniform vec2 u_texelDelta;
uniform vec2 u_pixelDelta;
in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
mediump int SEPIA;
mediump int GRAYSCALE;
mediump int NEGATIVE;
mediump int PSPCOLORS;
float overlay(float base, float blend)
{
float result = 0.0;
if (base < 0.5)
{
result = (2.0 * base) * blend;
}
else
{
result = 1.0 - ((1.0 - (2.0 * (base - 0.5))) * (1.0 - blend));
}
return result;
}
void main()
{
SEPIA = 0;
GRAYSCALE = 0;
NEGATIVE = 0;
PSPCOLORS = 1;
vec3 color = texture(sampler0, v_texcoord0).xyz;
vec3 colorB = color;
mediump int hatsu = 0;
vec3 blur = color * 1.2252061367034912109375;
float param = color.x;
float param_1 = blur.x;
float param_2 = color.y;
float param_3 = blur.y;
float param_4 = color.z;
float param_5 = blur.z;
vec3 newcolor = vec3(overlay(param, param_1), overlay(param_2, param_3), overlay(param_4, param_5));
color = mix(color, newcolor, vec3(0.5));
float sat = 1.2999999523162841796875;
float brt = 1.0;
float con = 1.0;
float AvgLumR = 1.2999999523162841796875;
float AvgLumG = 1.2999999523162841796875;
float AvgLumB = 2.400000095367431640625;
if (SEPIA == 1)
{
sat = 0.00999999977648258209228515625;
brt = 1.75;
con = 1.0;
AvgLumR = 0.439999997615814208984375;
AvgLumG = 0.2599999904632568359375;
AvgLumB = 0.07999999821186065673828125;
}
if (GRAYSCALE == 1)
{
sat = 0.0;
brt = 1.0;
con = 1.0;
AvgLumR = 1.0;
AvgLumG = 1.0;
AvgLumB = 1.0;
}
if (NEGATIVE == 1)
{
sat = 1.0;
brt = 1.0;
con = -1.0;
AvgLumR = 1.0;
AvgLumG = 1.0;
AvgLumB = 1.0;
}
if (PSPCOLORS == 1)
{
sat = 1.0;
brt = 1.0;
con = 1.0;
AvgLumR = 0.959299981594085693359375;
AvgLumG = 1.0738999843597412109375;
AvgLumB = 1.46039998531341552734375;
}
vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
vec3 conRGB = vec3(0.5);
vec3 brtColor = color * brt;
vec3 intensity = vec3(((brtColor.x * 0.2125000059604644775390625) + (brtColor.y * 0.7153999805450439453125)) + (brtColor.z * 0.07209999859333038330078125));
vec3 satColor = mix(intensity, brtColor, vec3(sat));
vec3 conColor = mix(conRGB, satColor, vec3(con));
vec3 mixColor = AvgLumin * conColor;
color = mixColor;
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor = vec4(color.x, color.y, color.z, _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.w);
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor.w = 1.0;
}
vs: postshader
#version 320 es
uniform vec2 u_texelDelta;
out vec2 v_texcoord0;
in vec2 a_texcoord0;
in vec4 a_position;
out vec4 v_texcoordNC0;
out vec4 v_texcoordNC1;
out vec4 v_texcoordNC2;
out vec4 v_texcoordNC3;
void main()
{
v_texcoord0 = a_texcoord0;
gl_Position = a_position;
v_texcoordNC0 = a_texcoord0.xyxy + (vec4(-0.5, -0.5, -1.5, -1.5) * u_texelDelta.xyxy);
v_texcoordNC1 = a_texcoord0.xyxy + (vec4(0.5, -0.5, 1.5, -1.5) * u_texelDelta.xyxy);
v_texcoordNC2 = a_texcoord0.xyxy + (vec4(-0.5, 0.5, -1.5, 1.5) * u_texelDelta.xyxy);
v_texcoordNC3 = a_texcoord0.xyxy + (vec4(0.5, 0.5, 1.5, 1.5) * u_texelDelta.xyxy);
}
Status: new. 2 hits from 2023-02-13 15:49:37 to 2023-02-13 15:49:38 UTC. Message #2283624.
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