Message #2428501 - 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: 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS (NPJH50107_1.00)

Error in shader program link: info: (unknown reason)
fs: postshader
#version 320 es
precision mediump float;
precision highp int;

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

in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;

float rand(vec2 co)
{
    return fract(sin(dot(co, vec2(12.98980045318603515625, 78.233001708984375))) * 43758.546875);
}

vec3 processFrost(inout vec3 color)
{
    float tolerance = u_setting.y / 1638.4000244140625;
    for (mediump int i = 1; i < 5; i++)
    {
        vec2 param = v_texcoord0;
        vec2 param_1 = v_texcoord0;
        vec2 param_2 = vec2(rand(param), rand(param_1));
        float p = (u_pixelDelta.x * float(i)) / rand(param_2);
        vec3 c1 = texture(sampler0, v_texcoord0 + vec2(p, p)).xyz;
        vec3 c1b = texture(sampler0, v_texcoord0 + vec2(-p, -p)).xyz;
        vec3 c2 = texture(sampler0, v_texcoord0 + vec2(-p, p)).xyz;
        vec3 c2b = texture(sampler0, v_texcoord0 + vec2(p, -p)).xyz;
        vec3 c3 = texture(sampler0, v_texcoord0 + vec2(p, 0.0)).xyz;
        vec3 c3b = texture(sampler0, v_texcoord0 + vec2(-p, 0.0)).xyz;
        vec3 c4 = texture(sampler0, v_texcoord0 + vec2(0.0, -p)).xyz;
        vec3 c4b = texture(sampler0, v_texcoord0 + vec2(0.0, p)).xyz;
        vec3 avg = vec3(0.0);
        bool _161 = u_setting.w != 1.0;
        bool _174;
        if (!_161)
        {
            _174 = mod(v_texcoord0.x / u_pixelDelta.x, 2.0) >= 1.0;
        }
        else
        {
            _174 = _161;
        }
        if (_174)
        {
            if (u_setting.z == 1.0)
            {
                avg = (((c1 + c2) + c3) + c4) / vec3(4.0);
            }
            else
            {
                avg = (((((((c1 + c2) + c3) + c4) + c1b) + c2b) + c3b) + c4b) / vec3(8.0);
            }
        }
        vec3 diff = abs(color - avg);
        bool _222 = diff.x > tolerance;
        bool _230;
        if (!_222)
        {
            _230 = diff.y > tolerance;
        }
        else
        {
            _230 = _222;
        }
        bool _238;
        if (!_230)
        {
            _238 = diff.z > tolerance;
        }
        else
        {
            _238 = _230;
        }
        bool a = _238;
        color = mix(avg, color, vec3(float(a)));
    }
    return color;
}

void main()
{
    vec3 color = texture(sampler0, v_texcoord0).xyz;
    bool _257 = u_setting.x == 2.0;
    bool _268;
    if (!_257)
    {
        _268 = (u_setting.x == 0.0) && (u_video == 0.0);
    }
    else
    {
        _268 = _257;
    }
    bool _278;
    if (!_268)
    {
        _278 = (u_setting.x == 1.0) && (u_video == 1.0);
    }
    else
    {
        _278 = _268;
    }
    if (_278)
    {
        vec3 param = color;
        vec3 _283 = processFrost(param);
        color = _283;
    }
    _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 320 es

uniform vec2 u_texelDelta;
uniform vec2 u_pixelDelta;

out vec2 v_texcoord0;
in vec2 a_texcoord0;
in vec4 a_position;

void main()
{
    v_texcoord0 = a_texcoord0 + vec2(9.9999999747524270787835121154785e-07);
    gl_Position = a_position;
}

Status: new. 2 hits from 2023-12-20 14:29:52 to 2023-12-20 14:29:53 UTC. Message #2428501.

Individual reports are stored since 2026-11-12, the newest 100 per message; none for this message yet. Older hits only exist as the counters above. Hover a cell for details.