Message #2322981 - 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: TEKKEN 6 (ULUS10466_1.00)

Error in shader program link: info: Vertex info
-----------
0(2) : error C0121: #version 300 must be followed by es
0(2) : error C0201: unsupported version 300
0(6) : error C7532: global type vec4 requires "#version 100" or later
0(9) : error C5060: out can't be used with non-varying v_texcoord0
0(10) : error C7532: global type vec2 requires "#version 100" or later
0(11) : error C5060: out can't be used with non-varying v_texcoord1
0(12) : error C5060: out can't be used with non-varying v_texcoord2
0(13) : error C5060: out can't be used with non-varying v_texcoord3
0(17) : error C7532: global variable gl_Position requires "#version 100" or later

Fragment info
-------------
0(2) : error C0121: #version 300 must be followed by es
0(2) : error C0201: unsupported version 300
0(6) : error C7532: global type sampler2D requires "#version 100" or later
0(8) : error C7532: global type vec4 requires "#version 100" or later
0(12) : error C5060: out can't be used with non-varying _gl_FragColor
0(16) : error C7532: global type vec3 requires "#version 100" or later
0(16) : error C7532: global function texture requires "#version 130" or later
0(33) : error C7532: global type mat3 requires "#version 100" or later
0(34) : error C7532: global function pow requires "#version 100" or later
0(34) : error C7532: global type vec2 requires "#version 100" or later

fs: postshader
#version 300
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

uniform sampler2D sampler0;

in vec4 v_texcoord0;
in vec4 v_texcoord1;
in vec4 v_texcoord2;
in vec4 v_texcoord3;
out vec4 _gl_FragColor;

void main()
{
    vec3 c0 = texture(sampler0, v_texcoord0.xy).xyz;
    c0 += (texture(sampler0, v_texcoord0.zy).xyz * 0.25);
    c0 += (texture(sampler0, v_texcoord0.xw).xyz * 0.25);
    c0 += (texture(sampler0, v_texcoord0.zw).xyz * 0.125);
    c0 += texture(sampler0, v_texcoord1.xy).xyz;
    c0 += (texture(sampler0, v_texcoord1.zy).xyz * 0.25);
    c0 += (texture(sampler0, v_texcoord1.xw).xyz * 0.25);
    c0 += (texture(sampler0, v_texcoord1.zw).xyz * 0.125);
    c0 += texture(sampler0, v_texcoord2.xy).xyz;
    c0 += (texture(sampler0, v_texcoord2.zy).xyz * 0.25);
    c0 += (texture(sampler0, v_texcoord2.xw).xyz * 0.25);
    c0 += (texture(sampler0, v_texcoord2.zw).xyz * 0.125);
    c0 += texture(sampler0, v_texcoord3.xy).xyz;
    c0 += (texture(sampler0, v_texcoord3.zy).xyz * 0.25);
    c0 += (texture(sampler0, v_texcoord3.xw).xyz * 0.25);
    c0 += (texture(sampler0, v_texcoord3.zw).xyz * 0.125);
    c0 *= 0.15384615957736968994140625;
    vec3 c1 = mat3(vec3(0.2989999949932098388671875, 0.596000015735626220703125, 0.21199999749660491943359375), vec3(0.58700001239776611328125, -0.2750000059604644775390625, -0.5230000019073486328125), vec3(0.114000000059604644775390625, -0.3210000097751617431640625, 0.31099998950958251953125)) * c0;
    c1 = vec3(pow(c1.x, 1.2000000476837158203125), c1.yz * vec2(1.2000000476837158203125));
    vec3 _193 = mat3(vec3(1.0), vec3(0.955688059329986572265625, -0.2715817987918853759765625, -1.10817730426788330078125), vec3(0.619858086109161376953125, -0.64687383174896240234375, 1.7050645351409912109375)) * c1;
    _gl_FragColor = vec4(_193.x, _193.y, _193.z, _gl_FragColor.w);
    _gl_FragColor.w = 1.0;
}


vs: postshader
#version 300
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

uniform vec4 u_texelDelta;

in vec4 a_position;
out vec4 v_texcoord0;
in vec2 a_texcoord0;
out vec4 v_texcoord1;
out vec4 v_texcoord2;
out vec4 v_texcoord3;

void main()
{
    gl_Position = a_position;
    v_texcoord0 = a_texcoord0.xyxy + (vec4(-0.5, -0.5, -1.5, -1.5) * u_texelDelta.xyxy);
    v_texcoord1 = a_texcoord0.xyxy + (vec4(0.5, -0.5, 1.5, -1.5) * u_texelDelta.xyxy);
    v_texcoord2 = a_texcoord0.xyxy + (vec4(-0.5, 0.5, -1.5, 1.5) * u_texelDelta.xyxy);
    v_texcoord3 = a_texcoord0.xyxy + (vec4(0.5, 0.5, 1.5, 1.5) * u_texelDelta.xyxy);
    gl_Position.z = 2.0 * gl_Position.z - gl_Position.w;
}

Status: new. 6 hits from 2023-04-26 03:55:38 to 2023-04-26 03:57:04 UTC. Message #2322981.

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