Message #2413050 - Error in shader compilation: info: %s %s %s

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

Game: MX vs ATV Unleashed (ULES00274_1.00)

Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:79: 'assign' :  l-value required "h_depth" (can't modify an attribute)
ERROR: 0:80: 'assign' :  l-value required "h_normal" (can't modify an attribute)
ERROR: 2 compilation errors.  No code generated.


01200080:00010130 HWX Tex TexProjPos UVMtx Light: 1: c:0 t:2 Cull 
#version 300 es
// Adreno (TM) 308 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
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 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 vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
in vec3 h_normal;
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 = vec3(0.0, 0.0, 1.0);
  vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
  float rotAngle1 = length(viewPos)*0.000080;
  viewPos.yz = vec2(viewPos.y*cos(rotAngle1)+viewPos.z*sin(rotAngle1), viewPos.z*cos(rotAngle1)-viewPos.y*sin(rotAngle1));
  viewPos.xyz += vec3(40.000000, 40.000000, 40.000000)*viewPos.w;
  float rotAngle = 1.047198;
  viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
  vec4 outPos = mul(u_proj, viewPos);
  lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
  vec3 toLight;
  lowp vec3 diffuse;
  float distance;
  lowp float lightScale;
  mediump float ldot;
  lowp float angle;
  toLight = u_lightpos1 - worldpos;
  distance = length(toLight);
  toLight /= distance;
  ldot = dot(toLight, worldnormal);
  angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight);
  if (angle >= u_lightangle_spotCoef1.x) {
    lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
  } else {
    lightScale = 0.0;
  }
  diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
  lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
  v_color0 = clamp(lightSum0, 0.0, 1.0);
  v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_color0.rgb = vec3(0.0);
  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_Position = outPos;
  h_depth = outPos.z/outPos.w;
  h_normal = vec3(-1.0);
}

Status: new. 1 hits from 2023-11-12 05:46:49 to 2023-11-12 05:46:49 UTC. Message #2413050.

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