Message #2300793 - Error in shader compilation: info: %s %s %s

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

Game: SplinterCell (ULES00281_2.00)

Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
            Please contact [email protected] with the shader causing
            the problem, along with this error message.
            Mali online shader compiler r10p0-00rel0 [Revision 96995].

01f18444:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 MatUp:1 
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
  vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
  mediump vec3 worldnormal = normalize(mul(vec4(normal, 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;
  float distance;
  lowp float lightScale;
  mediump float ldot;
  lowp float angle;
  toLight = u_lightpos0 - worldpos;
  distance = length(toLight);
  toLight /= distance;
  ldot = dot(toLight, worldnormal);
  lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
  diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
  lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
  toLight = u_lightpos1 - worldpos;
  distance = length(toLight);
  toLight /= distance;
  ldot = dot(toLight, worldnormal);
  lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
  diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
  lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
  toLight = u_lightpos2 - worldpos;
  distance = length(toLight);
  toLight /= distance;
  ldot = dot(toLight, worldnormal);
  lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
  diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
  lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
  toLight = u_lightpos3 - worldpos;
  distance = length(toLight);
  toLight /= distance;
  ldot = dot(toLight, worldnormal);
  angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight);
  if (angle >= u_lightangle_spotCoef3.x) {
    lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y));
  } else {
    lightScale = 0.0;
  }
  diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
  lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
  v_color0 = clamp(lightSum0, 0.0, 1.0);
  v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
  gl_Position = outPos;
}

Status: new. 2 hits from 2023-03-14 17:25:57 to 2023-03-14 19:23:38 UTC. Message #2300793.

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