Message #2309959 - Error in shader compilation: info: %s %s %s

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

Game: PES 2013 (ULES01580_1.00)

Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:125: 'comp' : redefinition 
ERROR: 0:126: 'type' : redefinition 
ERROR: 0:174: 'comp' : redefinition 
ERROR: 0:175: 'type' : redefinition 
ERROR: 0:223: 'comp' : redefinition 
ERROR: 0:224: 'type' : redefinition 
ERROR: 6 compilation errors.  No code generated.


01000000:80000b30 HWX T N Tex Light: LightUberShader Cull 
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull 
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
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 vec3 u_lightspecular3;
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 vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
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(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);
  vec4 ambientColor = u_matambientalpha;
  vec3 diffuseColor = u_matdiffuse.rgb;
  vec3 specularColor = u_matspecular.rgb;
  lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
  lowp vec3 lightSum1 = splat3(0.0);
  vec3 toLight;
  lowp vec3 diffuse;
  float distance;
  lowp float lightScale;
  mediump float ldot;
  lowp float angle;
  if ((u_lightControl & 1u) != 0x0u) { 
    uint comp = (u_lightControl >> 0x04u) & 0x3u;
    uint type = (u_lightControl >> 0x06u) & 0x3u;
    if (type == 0x0u) {
      toLight = u_lightpos0;
    } else {
      toLight = u_lightpos0 - worldpos;
      distance = length(toLight);
      toLight /= distance;
    }
    ldot = dot(toLight, worldnormal);
    if (comp == 0x2u) {
      if (u_matspecular.a <= 0.0) {
        ldot = 1.0;
      } else {
        ldot = pow(max(ldot, 0.0), u_matspecular.a);
      }
    }
    switch (int(type)) {
    case 1:
      lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
      break;
    case 2:
      angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
      if (angle >= u_lightangle_spotCoef0.x) {
        lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
      } else {
        lightScale = 0.0;
      }
      break;
    default:
      lightScale = 1.0;
      break;
    }
    diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
    if (comp == 0x1u) {
      if (

Status: new. 3 hits from 2023-03-31 15:36:34 to 2023-03-31 15:39:15 UTC. Message #2309959.

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