Message #2352293 - 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 Warâ„¢: Ghost of Sparta (NPHG00092_1.00)

Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:00400b8e Tex TexProj LM TClampST TFuncRepl 
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform vec4 u_texclamp;
 in vec4 v_color0;
 in vec3 v_color1;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
  vec4 s = vec4(v_color1, 0.0);
  vec2 fixedcoord = vec2(clamp((v_texcoord.x / v_texcoord.z), u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp((v_texcoord.y / v_texcoord.z), u_texclamp.w, u_texclamp.y - u_texclamp.w));
  vec4 t = texture(tex, fixedcoord.xy);
  vec4 p = v_color0;
  vec4 v = vec4(t.rgb, p.a) + s;
  fragColor0 = v;
}

vs: 01330004:00010b59 HWX C T N LM Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:0 MatUp:3 
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
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 lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump 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 * color0 + vec4(u_matemissive, 0.0);
  vec3 toLight;
  lowp vec3 diffuse;
  float distance;
  lowp float lightScale;
  mediump float ldot;
  toLight = u_lightpos0 - worldpos;
  distance = length(toLight);
  toLight /= distance;
  ldot = max(dot(toLight, worldnormal), 0.0);
  lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
  diffuse = (u_lightdiffuse0 * color0.rgb) * ldot;
  lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
  toLight = u_lightpos1;
  ldot = max(dot(toLight, worldnormal), 0.0);
  diffuse = (u_lightdiffuse1 * color0.rgb) * ldot;
  lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
  v_color0 = clamp(lightSum0, 0.0, 1.0);
  v_color1 = vec3(0.0);
  v_texcoord = (u_texmtx * vec4(position.xyz, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0);
}

Status: new. 1 hits from 2023-06-28 05:44:01 to 2023-06-28 05:44:01 UTC. Message #2352293.

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