Kind #967: Error in shader program link: info: %s
fs: %s
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vs: %s
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Game: E FOOTBALL ASIA 2021 "By TRMD" (EFOOTBALLASIA_1.01)
Error in shader program link: info: The qualification for varying variable v_color0 does not match in output and input shaders
cannot find a matched output for input v_color0
fs: 00000000:00000000 ReplaceLogic
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: PowerVR Rogue GE8320 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000000 ReplaceLogic
uniform sampler2D fbotex;
in lowp vec4 v_color0;
in highp float v_fogdepth;
out vec4 fragColor0;
void main() {
lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0);
vec4 v = v_color0 ;
fragColor0 = v;
highp uint v32 = packUnorm4x8(fragColor0);
highp uint d32 = packUnorm4x8(destColor);
v32 &= 0xFF000000u;
fragColor0 = unpackUnorm4x8(v32);
}
vs: 40000000:00000918 HWX C T Tex Flat
#version 320 es
// Driver: PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40000000:00000918 HWX C T Tex Flat
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
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;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
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_matambientalpha;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
gl_Position = outPos;
}
Status: new. 5 hits from 2023-02-15 06:01:18 to 2023-02-16 17:29:55 UTC. Message #2284391.
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