Message #2339321 - 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: God of War®: Ghost of Sparta (UCUS98737_2.00)

Error in shader program link: info: (unknown reason)
fs: 00180000:02a00822 Tex TexAlpha LM Fog 2x StenToAlphaDual StenUniform TFuncMod 
#version 400
// Driver: Intel(R) HD Graphics 4000 - GLSL 400
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:02a00822 Tex TexAlpha LM Fog 2x StenToAlphaDual StenUniform TFuncMod 
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
 in lowp vec4 v_color0;
 in lowp vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
out vec4 fragColor1;
void main() {
  vec4 s = vec4(v_color1, 0.0);
  vec4 t = texture(tex, v_texcoord.xy);
  vec4 p = v_color0;
  vec4 v = p * t + s;
  v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
  float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
  v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
  fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
  fragColor1 = vec4(0.0, 0.0, 0.0, v.a);
}

vs: 00000000:00000039 C LM Tex Cull 
#version 400
// Driver: Intel(R) HD Graphics 4000 - GLSL 400
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000039 C LM Tex Cull 
in vec4 position;
in highp float fog;
in vec2 texcoord;
in lowp vec4 color0;
in lowp vec3 color1;
uniform lowp float u_rotation;
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 lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
  v_texcoord = vec3(texcoord, 1.0);
  v_color0 = color0;
  v_color1 = color1;
  v_fogdepth = fog;
  vec4 pos = position;
  vec4 outPos = pos;
  if (u_depthRange.y - u_depthRange.x >= 1.0) {
    gl_ClipDistance[0] = outPos.w + 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;
  gl_Position = outPos;
}

Status: new. 1 hits from 2023-05-31 13:21:20 to 2023-05-31 13:21:20 UTC. Message #2339321.

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