Message #2372099 - 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: WWE'12 (ULUS10543_1.00)

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

fs: 00000000:00800802 Tex LM 2x TFuncMod 
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
 in vec4 v_color0;
 in vec3 v_color1;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
  vec4 s = vec4(v_color1, 0.0);
  vec4 t = texture(tex, v_texcoord.xy);
  vec4 p = v_color0;
  vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
  v.rgb = v.rgb * 2.0;
  fragColor0 = v;
}

vs: 01c61000:00000b19 HWX C T N LM Tex Light: 2: c:0 t:0 3: c:1 t:0 MatUp:6 
#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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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 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);
  lowp vec3 lightSum1 = vec3(0.0);
  vec3 toLight;
  lowp vec3 diffuse;
  mediump float ldot;
  toLight = u_lightpos2;
  ldot = max(dot(toLight, worldnormal), 0.0);
  diffuse = (u_lightdiffuse2 * color0.rgb) * ldot;
  lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
  toLight = u_lightpos3;
  ldot = max(dot(toLight, worldnormal), 0.0);
  diffuse = (u_lightdiffuse3 * color0.rgb) * ldot;
  ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
  if (ldot > 0.0)
    lightSum1 += u_lightspecular3 * color0.rgb * (pow(ldot, u_matspecular.a) );
  lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse);
  v_color0 = clamp(lightSum0, 0.0, 1.0);
  v_color1 = clamp(lightSum1, 0.0, 1.0);
  v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}

Status: new. 1 hits from 2023-08-12 13:44:39 to 2023-08-12 13:44:39 UTC. Message #2372099.

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