Message #2351041 - 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: The Sims™ 2 (ULUS10031_1.00)

Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.

fs: 00000000:0080d022 Tex TexAlpha 2x TFuncMod AlphaTest > 
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
 in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
  vec4 t = texture(tex, v_texcoord.xy);
  vec4 p = v_color0;
  vec4 v = p * t;
  float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
  if (aResult < 0.5) discard;
  v.rgb = v.rgb * 2.0;
  fragColor0 = v;
}

vs: 01710000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:1 
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
void main() {
  vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
  mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
  vec4 viewPos = u_view * vec4(worldpos, 1.0);
  gl_Position = u_proj * viewPos;
  lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
  vec3 toLight;
  lowp vec3 diffuse;
  mediump float ldot;
  toLight = u_lightpos0;
  ldot = max(dot(toLight, worldnormal), 0.0);
  diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
  lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
  toLight = u_lightpos1;
  ldot = max(dot(toLight, worldnormal), 0.0);
  diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
  lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
  toLight = u_lightpos2;
  ldot = max(dot(toLight, worldnormal), 0.0);
  diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
  lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
  v_color0 = clamp(lightSum0, 0.0, 1.0);
  v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}

Status: new. 1 hits from 2023-06-25 15:31:10 to 2023-06-25 15:31:10 UTC. Message #2351041.

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