Message #2424103 - 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: Spider-Man 3 (ULUS10317_1.02)

Error in shader program link: info: Link failed because of missing shader.
fs: 00000000:00000822 Tex TexAlpha LM TFuncMod 
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
 in vec4 v_color0;
 in vec3 v_color1;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
  vec4 s = vec4(v_color1, 0.0);
  vec4 t = texture(tex, v_texcoord.xy);
  vec4 p = v_color0;
  vec4 v = p * t + s;
  fragColor0 = v;
}

vs: 01330010:00000b19 HWX C T N LM Tex Light: 0: c:0 t:0 1: c:1 t:0 MatUp:3 
#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_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
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 mediump 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 * color0 + vec4(u_matemissive, 0.0);
  lowp vec3 lightSum1 = vec3(0.0);
  vec3 toLight;
  lowp vec3 diffuse;
  mediump float ldot;
  toLight = u_lightpos0;
  ldot = max(dot(toLight, worldnormal), 0.0);
  diffuse = (u_lightdiffuse0 * color0.rgb) * ldot;
  lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
  toLight = u_lightpos1;
  ldot = max(dot(toLight, worldnormal), 0.0);
  diffuse = (u_lightdiffuse1 * color0.rgb) * ldot;
  ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
  if (ldot > 0.0)
    lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
  lightSum0.rgb += (u_lightambient1 * color0.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 2023-12-09 23:26:17 to 2023-12-09 23:26:17 UTC. Message #2424103.

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