Message #2366210 - 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: GTA: Liberty City Stories (ULUS10041_1.05)

Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered

fs: 00180000:0020d800 Fog LM AlphaTest > 
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 320M/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0020d800 Fog LM AlphaTest > 
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
 in lowp vec4 v_color0;
 in lowp vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
  vec4 s = vec4(v_color1, 0.0);
  vec4 v = v_color0 + s;
  float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
  v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
  if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u))  <=  int(u_alphacolorref >> 0x18u)) DISCARD;
  fragColor0 = v;
}

vs: 01000000:80000321 HWX N LM Light: LightUberShader Cull 
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 320M/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000321 HWX N LM Light: LightUberShader Cull 
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
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;
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;
  uint comp; uint type; float attenuation;
  if ((u_lightControl & 0x1u) != 0x0u

Status: new. 2 hits from 2023-07-30 09:00:58 to 2023-07-30 09:08:54 UTC. Message #2366210.

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