Kind #970: Error in shader compilation: info: %s
%s
%s
Game: OUTRUN 2006: COAST 2 COAST (ULUS10064_1.03)
Error in shader compilation: info: Fragment shader compilation failed.
ERROR: 0:18: '<<' : wrong operand types no operation '<<' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:18: '<<' : wrong operand types no operation '<<' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:18: '<<' : wrong operand types no operation '<<' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:21: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'in uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:21: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'in uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:21: '>>' :
00040000:00800002 Tex 2x WriteMask TFuncMod
#version 300 es
// Adreno (TM) 305 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
precision highp int;
uniform sampler2D tex;
uniform sampler2D fbotex;
uniform uint u_colorWriteMask;
in lowp vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
uint packUnorm4x8(vec4 v) {
highp vec4 f = clamp(v, 0.0, 1.0);
uvec4 u = uvec4(255.0 * f);
return u.x | (u.y << 8) | (u.z << 16) | (u.w << 24);
}
vec4 unpackUnorm4x8(highp uint x) {
highp uvec4 u = uvec4(x & 0xFFU, (x >> 8) & 0xFFU, (x >> 16) & 0xFFU, (x >> 24) & 0xFFU);
highp vec4 f = vec4(u);
return f * (1.0 / 255.0);
}
void main() {
lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
fragColor0 = v;
highp uint v32 = packUnorm4x8(fragColor0);
highp uint d32 = packUnorm4x8(destColor);
v32 = (v32 & u_colorWriteMask) | (d32 & ~u_colorWriteMask);
fragColor0 = unpackUnorm4x8(v32);
}
Status: new. 2 hits from 2023-12-23 05:00:19 to 2023-12-23 16:10:58 UTC. Message #2429473.
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