Message #2418279 - 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: Gran Turismo® (UCUS98632_1.00)

Error in shader program link: info: Variable u_texelDelta has unmatched precision qualifier in different shaders

fs: postshader
#version 320 es
precision mediump float;
precision highp int;

uniform vec2 u_texelDelta;
uniform vec2 u_pixelDelta;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec4 u_time;

in vec2 v_texcoord0;
out vec4 _gl_FragColor;
in vec4 v_texcoordNC0;
in vec4 v_texcoordNC1;
in vec4 v_texcoordNC2;
in vec4 v_texcoordNC3;
mediump int SEPIA;
mediump int GRAYSCALE;
mediump int NEGATIVE;
mediump int PSPCOLORS;

bvec4 _and_(bvec4 A, bvec4 B)
{
    return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
}

vec4 df(vec4 A, vec4 B)
{
    return abs(A - B);
}

bvec4 close(vec4 A, vec4 B)
{
    highp vec4 param = A;
    highp vec4 param_1 = B;
    return lessThan(df(param, param_1), vec4(15.0));
}

bvec4 _or_(bvec4 A, bvec4 B)
{
    return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
}

vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
{
    highp vec4 param = a;
    highp vec4 param_1 = b;
    highp vec4 param_2 = a;
    highp vec4 param_3 = c;
    highp vec4 param_4 = d;
    highp vec4 param_5 = e;
    highp vec4 param_6 = d;
    highp vec4 param_7 = f;
    highp vec4 param_8 = g;
    highp vec4 param_9 = h;
    return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0);
}

vec3 processxBR(vec3 color)
{
    vec2 pS = vec2(1.0) / u_texelDelta;
    vec2 fp = fract(v_texcoord0 * pS);
    vec2 TexCoord_0 = v_texcoord0 - (fp * u_pixelDelta);
    vec2 dx = vec2(u_texelDelta.x, 0.0);
    vec2 dy = vec2(0.0, u_texelDelta.y);
    vec2 y2 = dy + dy;
    vec2 x2 = dx + dx;
    vec3 A = texture(sampler0, (TexCoord_0 - dx) - dy).xyz;
    vec3 B = texture(sampler0, TexCoord_0 - dy).xyz;
    vec3 C = texture(sampler0, (TexCoord_0 + dx) - dy).xyz;
    vec3 D = texture(sampler0, TexCoord_0 - dx).xyz;
    vec3 E = texture(sampler0, TexCoord_0).xyz;
    vec3 F = texture(sampler0, TexCoord_0 + dx).xyz;
    vec3 G = texture(sampler0, (TexCoord_0 - dx) + dy).xyz;
    vec3 H = texture(sampler0, TexCoord_0 + dy).xyz;
    vec3 I = texture(sampler0, (TexCoord_0 + dx) + dy).xyz;
    vec3 A1 = texture(sampler0, (TexCoord_0 - dx) - y2).xyz;
    vec3 C1 = texture(sampler0, (TexCoord_0 + dx) - y2).xyz;
    vec3 A0 = texture(sampler0, (TexCoord_0 - x2) - dy).xyz;
    vec3 G0 = texture(sampler0, (TexCoord_0 - x2) + dy).xyz;
    vec3 C4 = texture(sampler0, (TexCoord_0 + x2) - dy).xyz;
    vec3 I4 = texture(sampler0, (TexCoord_0 + x2) + dy).xyz;
    vec3 G5 = texture(sampler0, (TexCoord_0 - dx) + y2).xyz;
    vec3 I5 = texture(sampler0, (TexCoord_0 + dx) + y2).xyz;
    vec3 B1 = texture(sampler0, TexCoord_0 - y2).xyz;
    vec3 D0 = texture(sampler0, TexCoord_0 - x2).xyz;
    vec3 H5 = texture(sampler0, TexCoord_0 + y2).xyz;
    vec3 F4 = texture(sampler0, TexCoord_0 + x2).xyz;
    vec4 b = vec4(dot(B, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(D, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(H, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(F, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)));
    vec4 c = vec4(dot(C, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(A, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(G, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(I, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)));
    vec4 d = vec4(b.y, b.z, b.w, b.x);
    vec4 e = vec4(dot(E, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)));
    vec4 f = vec4(b.w, b.x, b.y, b.z);
    vec4 g = vec4(c.z, c.w, c.x, c.y);
    vec4 h = vec4(b.z, b.w, b.x, b.y);
    vec4 i = vec4(c.w, c.x, c.y, c.z);
    vec4 i4 = vec4(dot(I4, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(C1, vec3(16.1630001068115234375, 

Status: new. 2 hits from 2023-11-26 01:44:03 to 2023-11-26 20:02:50 UTC. Message #2418279.

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