Message #2289239 - Error in shader compilation: info: %s %s %s

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

Game: XV3 v7 by LegendCrack Z SUSCRIBE. (LEGENDCRACK_1.00)

Error in shader compilation: info: ERROR: 0:120: 'packUnorm4x8' :  can't redefine/overload built-in functions!
ERROR: 0:121: 'packUnorm4x8' :  can't redefine/overload built-in functions!
ERROR: 0:123: 'unpackUnorm4x8' :  can't redefine/overload built-in functions!
ERROR: 3 compilation errors.  No code generated.


009c002e:000003ae Tex TexAlpha Depal WriteMask TClampST ReplaceBlend_6A:0_B:0_Eq:5 TFuncRepl 
#version 300 es
// Driver: Adreno (TM) 308 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 009c002e:000003ae Tex TexAlpha Depal WriteMask TClampST ReplaceBlend_6A:0_B:0_Eq:5 TFuncRepl 
precision highp int;
uniform sampler2D tex;
uniform sampler2D fbotex;
uniform vec4 u_texclamp;
uniform sampler2D pal;
uniform uint u_depal_mask_shift_off_fmt;
uniform uint u_colorWriteMask;
 in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
uint packUnorm4x8(vec4 v) {
  highp vec4 f = clamp(v, 0.0, 1.0);
  uvec4 u = uvec4(255.0 * f);
  return u.x | (u.y << 8) | (u.z << 16) | (u.w << 24);
}
vec4 unpackUnorm4x8(highp uint x) {
  highp uvec4 u = uvec4(x & 0xFFU, (x >> 8) & 0xFFU, (x >> 16) & 0xFFU, (x >> 24) & 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));
  vec2 uv = fixedcoord.xy;
  vec2 uv_round;
  vec2 tsize = vec2(textureSize(tex, 0).xy);
  vec2 fraction;
  bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U;
  if (bilinear) {
    uv_round = uv * tsize - vec2(0.5, 0.5);
    fraction = fract(uv_round);
    uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize;
  } else {
    uv_round = uv;
  }
  highp vec4 t = texture(tex, uv_round);
  highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0));
  highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1));
  highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1));
  uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU);
  uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU;
  uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4;
  uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U;
  uvec4 col; uint index0; uint index1; uint index2; uint index3;
  switch (int(depalFmt)) {
  case 0:
    col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0);
    index0 = (col.b << 11) | (col.g << 5) | (col.r);
    if (bilinear) {
      col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0);
      index1 = (col.b << 11) | (col.g << 5) | (col.r);
      col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0);
      index2 = (col.b << 11) | (col.g << 5) | (col.r);
      col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0);
      index3 = (col.b << 11) | (col.g << 5) | (col.r);
    }
    break;
  case 1:
    col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0));
    index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);
    if (bilinear) {
      col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0));
      index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);
      col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0));
      index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);
      col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0));
      index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);
    }
    break;
  case 2:
    col = uvec4(t.rgba * 15.99);
    index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);
    if (bilinear) {
      col = uvec4(t1.rgba * 15.99);
      index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);
      col = uvec4(t2.rgba * 15.99);
      index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);
      col = uvec4(t3.rgba * 15.99);
      index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);
    }
    break;
  case 3:
    col = uvec4(t.rgba * 255.99);
    index0 = (col.a << 24) | (

Status: new. 7 hits from 2023-02-23 10:59:15 to 2023-03-06 23:02:33 UTC. Message #2289239.

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