Message #2429474 - Error in shader compilation: info: %s %s %s

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: 0:19: '<<' :  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: 0:19: '<<' :  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: 0:19: '<<' :  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: 0:22: '>>' :  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: 0:22: '>>' :  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: 0:22: '>>' :  
00040000:0080f022 Tex TexAlpha 2x WriteMask TFuncMod AlphaTest >= 
#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 sampler2D testtex;
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 = p * t;
  v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
  float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
  if (aResult < 0.5) DISCARD;
  fragColor0 = v;
  highp uint v32 = packUnorm4x8(fragColor0);
  highp uint d32 = packUnorm4x8(destColor);
  v32 = (v32 & u_colorWriteMask) | (d32 & ~u_colorWriteMask);
  fragColor0 = unpackUnorm4x8(v32);
}

Status: new. 1 hits from 2023-12-23 05:00:22 to 2023-12-23 05:00:22 UTC. Message #2429474.

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