Message #2332377 - Vulkan error in shader compilation: info: %s / code: %s

Kind #880: Vulkan error in shader compilation: info: %s / code: %s

Game: PES FL 2022C (EQGAMER4_1.01)

Vulkan error in shader compilation: info: ERROR: 0:74: 'gl_Position' : identifier not previously declared 
ERROR: 1 compilation errors.  No code generated.

 / code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;

// 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull 

layout (std140, set = 0, binding = 3) uniform baseVars {
  mat4 u_proj;
  mat4 u_proj_through;
  mat3x4 u_view;
  mat3x4 u_world;
  mat3x4 u_texmtx;
  vec4 u_uvscaleoffset;
  vec4 u_depthRange;
  vec4 u_matambientalpha;
  vec4 u_cullRangeMin;
  vec4 u_cullRangeMax;
  uint u_spline_counts;
  uint u_depal_mask_shift_off_fmt;
  uint u_colorWriteMask;
  float u_mipBias;
  vec3 u_fogcolor;  uint u_alphacolorref;
  vec3 u_texenv;    uint u_alphacolormask;
  vec3 u_blendFixA; float u_stencilReplaceValue;
  vec3 u_blendFixB; float u_rotation;
  vec4 u_texclamp;
  vec2 u_texclampoff;
  vec2 u_fogcoef;
};
layout (std140, set = 0, binding = 4) uniform lightVars {
	vec4 u_ambient;
	vec3 u_matdiffuse;
	vec4 u_matspecular;
	vec3 u_matemissive;
	uint u_lightControl;  // light ubershader
	vec3 u_lightpos0;
	vec3 u_lightpos1;
	vec3 u_lightpos2;
	vec3 u_lightpos3;
	vec3 u_lightdir0;
	vec3 u_lightdir1;
	vec3 u_lightdir2;
	vec3 u_lightdir3;
	vec3 u_lightatt0;
	vec3 u_lightatt1;
	vec3 u_lightatt2;
	vec3 u_lightatt3;
	vec4 u_lightangle_spotCoef0;
	vec4 u_lightangle_spotCoef1;
	vec4 u_lightangle_spotCoef2;
	vec4 u_lightangle_spotCoef3;
	vec3 u_lightambient0;
	vec3 u_lightambient1;
	vec3 u_lightambient2;
	vec3 u_lightambient3;
	vec3 u_lightdiffuse0;
	vec3 u_lightdiffuse1;
	vec3 u_lightdiffuse2;
	vec3 u_lightdiffuse3;
	vec3 u_lightspecular0;
	vec3 u_lightspecular1;
	vec3 u_lightspecular2;
	vec3 u_lightspecular3;
};
layout (location = 0) in vec3 position;
layout (location = 2) in vec3 normal;
layout (location = 1) in vec2 texcoord;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
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 (ldot >= 0.0) {
        ldot = dot(normalize(toLig

Status: new. 1 hits from 2023-05-15 19:10:34 to 2023-05-15 19:10:34 UTC. Message #2332377.

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