Message #2390764 - Error in shader compilation: info: %s %s %s

Kind #970: Error in shader compilation: info: %s %s %s

Game: Resistance: Retribution™ (UCES01184_1.00)

Error in shader compilation: info: ERROR: 0:48: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:48: 'expression' :  left of '[' is not of type array, matrix, or vector 
ERROR: 0:48: 'assign' : l-value required (can't modify a const)

00000000:00000928 HWX C T Cull 
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000928 HWX C T Cull 
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
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 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(0.0, 0.0, 1.0, 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;
  v_color0 = color0;
  v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
  v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
  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[0] = projZ * outPos.w + outPos.w + 0.000001;
  if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) {
    gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
    gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
  } else {
    gl_CullDistance[0] = 0.0;
    gl_CullDistance[1] = 0.0;
  }
  gl_Position = outPos;
}

Status: new. 1 hits from 2023-09-22 08:37:54 to 2023-09-22 08:37:54 UTC. Message #2390764.

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