Message #2424373 - 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: Pro Evolution Soccer 2012 (ULUS10586_1.01)

Error in shader program link: info: L0001 The fragment floating-point variable u_texelDelta does not match the vertex variable u_texelDelta.
	The precision does not match.

fs: postshader
#version 310 es
precision mediump float;
precision highp int;

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

in vec4 v_texcoord1;
in vec4 v_texcoord2;
in vec4 v_texcoord3;
in vec4 v_texcoord4;
in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;

vec3 processNATURALC(inout vec3 color)
{
    vec3 c0 = texture(sampler0, v_texcoord1.xy).xyz;
    c0 += (texture(sampler0, v_texcoord1.zy).xyz * 0.25);
    c0 += (texture(sampler0, v_texcoord1.xw).xyz * 0.25);
    c0 += (texture(sampler0, v_texcoord1.zw).xyz * 0.125);
    c0 += texture(sampler0, v_texcoord2.xy).xyz;
    c0 += (texture(sampler0, v_texcoord2.zy).xyz * 0.25);
    c0 += (texture(sampler0, v_texcoord2.xw).xyz * 0.25);
    c0 += (texture(sampler0, v_texcoord2.zw).xyz * 0.125);
    c0 += texture(sampler0, v_texcoord3.xy).xyz;
    c0 += (texture(sampler0, v_texcoord3.zy).xyz * 0.25);
    c0 += (texture(sampler0, v_texcoord3.xw).xyz * 0.25);
    c0 += (texture(sampler0, v_texcoord3.zw).xyz * 0.125);
    c0 += texture(sampler0, v_texcoord4.xy).xyz;
    c0 += (texture(sampler0, v_texcoord4.zy).xyz * 0.25);
    c0 += (texture(sampler0, v_texcoord4.xw).xyz * 0.25);
    c0 += (texture(sampler0, v_texcoord4.zw).xyz * 0.125);
    c0 *= 0.15384615957736968994140625;
    vec3 c1 = mat3(vec3(0.2989999949932098388671875, 0.596000015735626220703125, 0.21199999749660491943359375), vec3(0.58700001239776611328125, -0.2750000059604644775390625, -0.5230000019073486328125), vec3(0.114000000059604644775390625, -0.3210000097751617431640625, 0.31099998950958251953125)) * c0;
    c1 = vec3(pow(c1.x, 1.2000000476837158203125), c1.yz * vec2(1.2000000476837158203125));
    float ncpowerNATURALC = u_setting.y;
    color = mix(color, mat3(vec3(1.0), vec3(0.955688059329986572265625, -0.2715817987918853759765625, -1.10817730426788330078125), vec3(0.619858086109161376953125, -0.64687383174896240234375, 1.7050645351409912109375)) * c1, vec3(ncpowerNATURALC));
    return color;
}

void main()
{
    vec3 color = texture(sampler0, v_texcoord0).xyz;
    bool _221 = u_setting.x == 2.0;
    bool _233;
    if (!_221)
    {
        _233 = (u_setting.x == 0.0) && (u_video == 0.0);
    }
    else
    {
        _233 = _221;
    }
    bool _243;
    if (!_233)
    {
        _243 = (u_setting.x == 1.0) && (u_video == 1.0);
    }
    else
    {
        _243 = _233;
    }
    if (_243)
    {
        vec3 param = color;
        vec3 _248 = processNATURALC(param);
        color = _248;
    }
    _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.x = color.x;
    _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.y = color.y;
    _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.z = color.z;
    _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.w = 1.0;
}


vs: postshader
#version 310 es

uniform vec2 u_texelDelta;
uniform vec2 u_pixelDelta;

out vec2 v_texcoord0;
in vec2 a_texcoord0;
in vec4 a_position;
out vec4 v_texcoord1;
out vec4 v_texcoord2;
out vec4 v_texcoord3;
out vec4 v_texcoord4;

void main()
{
    v_texcoord0 = a_texcoord0 + vec2(9.9999999747524270787835121154785e-07);
    gl_Position = a_position;
    v_texcoord1 = a_texcoord0.xyxy + (vec4(-0.5, -0.5, -1.5, -1.5) * u_texelDelta.xyxy);
    v_texcoord2 = a_texcoord0.xyxy + (vec4(0.5, -0.5, 1.5, -1.5) * u_texelDelta.xyxy);
    v_texcoord3 = a_texcoord0.xyxy + (vec4(-0.5, 0.5, -1.5, 1.5) * u_texelDelta.xyxy);
    v_texcoord4 = a_texcoord0.xyxy + (vec4(0.5, 0.5, 1.5, 1.5) * u_texelDelta.xyxy);
}

Status: new. 2 hits from 2023-12-10 16:01:17 to 2023-12-10 16:01:19 UTC. Message #2424373.

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