Message #2332379 - 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: 0:38: '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;

// 40000000:00000020 Flat 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 (location = 0) in vec4 position;
layout (location = 2) in float fog;
layout (location = 5) in vec4 color0;
layout (location = 1) flat out lowp vec4 v_color0;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
  v_color0 = color0;
  v_fogdepth = fog;
  mat2 displayRotation = mat2(
    u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0), u_rotation == 1.0 ? 1.0 : (u_rotation == 3.0 ? -1.0 : 0.0),
    u_rotation == 3.0 ? 1.0 : (u_rotation == 1.0 ? -1.0 : 0.0), u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0)
  );
  vec4 pos = position;
  pos.xy = mul(displayRotation, pos.xy);
  vec4 outPos = pos;
  if (u_depthRange.y >= 1.0) {
    gl_ClipDistance[0] = outPos.z;
  } else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
    gl_ClipDistance[0] = outPos.w - outPos.z;
  } else {
    gl_ClipDistance[0] = 0.0;
  }
  vec3 projPos = outPos.xyz / outPos.w;
  float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
  if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
    if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
      outPos.xyzw = u_cullRangeMax.wwww;
    }
  }
  if (u_cullRangeMin.w <= 0.0) {
    if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
      outPos.xyzw = u_cullRangeMax.wwww;
    }
  }
  gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
  if (u_cullRangeMin.w > 0.0) {
    gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
    gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
  } else {
    gl_CullDistance[0] = 0.0;
    gl_CullDistance[1] = 0.0;
  }
  gl_Position = outPos;
}

Status: new. 1 hits from 2023-05-15 19:10:35 to 2023-05-15 19:10:35 UTC. Message #2332379.

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