Message #2316236 - Error in shader program link: info: %s fs: %s %s vs: %s %s

Kind #967: Error in shader program link: info: %s fs: %s %s vs: %s %s

Game: eFootball PES 2021 By GABRIEL (LUCAS004_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;

uniform vec2 u_pixelDelta;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec4 u_time;
uniform vec2 u_texelDelta;

in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
in vec4 v_texcoordNC0;
in vec4 v_texcoordNC1;
in vec4 v_texcoordNC2;
in vec4 v_texcoordNC3;
mediump int SEPIA;
mediump int GRAYSCALE;
mediump int NEGATIVE;
mediump int PSPCOLORS;

vec3 processGAUSS_S(inout vec3 color)
{
    float GAUSSS_SPAN_MAX = 1.5;
    float GAUSSS_KERNEL_SIZE = 5.0;
    vec2 offsetS = (u_pixelDelta * GAUSSS_SPAN_MAX) / vec2(GAUSSS_KERNEL_SIZE);
    vec3 cGaussS0 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, -2.0))).xyz * 1.0;
    vec3 cGaussS1 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0))).xyz * 3.0;
    vec3 cGaussS2 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, -1.0))).xyz * 8.0;
    vec3 cGaussS3 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0, -1.0))).xyz * 3.0;
    vec3 cGaussS4 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-2.0, 0.0))).xyz * 1.0;
    vec3 cGaussS5 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0, 0.0))).xyz * 8.0;
    vec3 cGaussS6 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0))).xyz * 10.0;
    vec3 cGaussS7 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0, 0.0))).xyz * 8.0;
    vec3 cGaussS8 = texture(sampler0, v_texcoord0 + (offsetS * vec2(2.0, 0.0))).xyz * 1.0;
    vec3 cGaussS9 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0, 1.0))).xyz * 3.0;
    vec3 cGaussS10 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, 1.0))).xyz * 8.0;
    vec3 cGaussS11 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0))).xyz * 3.0;
    vec3 cGaussS12 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, 2.0))).xyz * 1.0;
    color = (((((((((((cGaussS0 + cGaussS1) + cGaussS2) + cGaussS3) + cGaussS4) + cGaussS5) + cGaussS6) + cGaussS7) + cGaussS8) + cGaussS9) + cGaussS10) + cGaussS11) + cGaussS12;
    color /= vec3(58.0);
    return color;
}

vec3 processSHADEBOOST(inout vec3 color)
{
    float sat = 1.89999997615814208984375;
    float brt = 0.699999988079071044921875;
    float con = 1.2000000476837158203125;
    float AvgLumR = 1.5;
    float AvgLumG = 1.5;
    float AvgLumB = 1.5;
    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;
    return color;
}

void main()
{
    SEPIA = 0;
    GRAYSCALE = 0;
    NEGATIVE = 0;
    PSPCOLORS = 5;
    vec3 color = texture(sampler0, v_texcoord0).xyz;
    vec3 param = color;
    vec3 _311 = processGAUSS_S(param);
    color = _311;
    vec3 param_1 = color;
    vec3 _314 = processSHADEBOOST(param_1);
    color = _314;
    _RESERVED_IDENTIFIER_FIXUP_gl_Fr

Status: new. 14 hits from 2023-04-12 04:58:50 to 2023-04-12 05:00:51 UTC. Message #2316236.

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