Kind #967: Error in shader program link: info: %s
fs: %s
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vs: %s
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Game: PES 2013 (ULES01580_1.00)
Error in shader program link: info: Variable u_texelDelta has unmatched precision qualifier in different shaders
fs: postshader
#version 320 es
precision mediump float;
precision highp int;
uniform vec2 u_texelDelta;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec2 u_pixelDelta;
in vec2 v_texcoord0;
in vec4 v_texcoord1;
in vec4 v_texcoord2;
in vec4 v_texcoord3;
in vec4 v_texcoord4;
in vec4 v_texcoord5;
in vec4 v_texcoord6;
in vec4 v_texcoord7;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
vec4 RGBtoYUV(vec3 v0, vec3 v1, vec3 v2, vec3 v3)
{
float a = ((14.35200023651123046875 * v0.x) + (28.1760005950927734375 * v0.y)) + (5.4720001220703125 * v0.z);
float b = ((14.35200023651123046875 * v1.x) + (28.1760005950927734375 * v1.y)) + (5.4720001220703125 * v1.z);
float c = ((14.35200023651123046875 * v2.x) + (28.1760005950927734375 * v2.y)) + (5.4720001220703125 * v2.z);
float d = ((14.35200023651123046875 * v3.x) + (28.1760005950927734375 * v3.y)) + (5.4720001220703125 * v3.z);
return vec4(a, b, c, d);
}
bvec4 _and_(bvec4 A, bvec4 B)
{
return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
}
vec4 df(vec4 A, vec4 B)
{
return vec4(abs(A - B));
}
bvec4 close(vec4 A, vec4 B)
{
vec4 param = A;
vec4 param_1 = B;
return lessThan(df(param, param_1), vec4(10.0));
}
bvec4 _or_(bvec4 A, bvec4 B)
{
return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
}
bvec4 eq2(vec4 A, vec4 B)
{
vec4 param = A;
vec4 param_1 = B;
return lessThan(df(param, param_1), vec4(2.0));
}
bvec4 eq3(vec4 A, vec4 B)
{
vec4 param = A;
vec4 param_1 = B;
return lessThan(vec4(2.0), df(param, param_1));
}
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
{
vec4 param = a;
vec4 param_1 = b;
vec4 param_2 = a;
vec4 param_3 = c;
vec4 param_4 = d;
vec4 param_5 = e;
vec4 param_6 = d;
vec4 param_7 = f;
vec4 param_8 = g;
vec4 param_9 = h;
return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0);
}
float c_df(vec3 c1, vec3 c2)
{
vec3 df_1 = abs(c1 - c2);
return (df_1.x + df_1.y) + df_1.z;
}
void main()
{
vec2 fp = fract(v_texcoord0 * (vec2(1.0) / u_texelDelta));
vec3 A1 = texture(sampler0, v_texcoord1.xw).xyz;
vec3 B1 = texture(sampler0, v_texcoord1.yw).xyz;
vec3 C1 = texture(sampler0, v_texcoord1.zw).xyz;
vec3 A = texture(sampler0, v_texcoord2.xw).xyz;
vec3 B = texture(sampler0, v_texcoord2.yw).xyz;
vec3 C = texture(sampler0, v_texcoord2.zw).xyz;
vec3 D = texture(sampler0, v_texcoord3.xw).xyz;
vec3 E = texture(sampler0, v_texcoord3.yw).xyz;
vec3 F = texture(sampler0, v_texcoord3.zw).xyz;
vec3 G = texture(sampler0, v_texcoord4.xw).xyz;
vec3 H = texture(sampler0, v_texcoord4.yw).xyz;
vec3 I = texture(sampler0, v_texcoord4.zw).xyz;
vec3 G5 = texture(sampler0, v_texcoord5.xw).xyz;
vec3 H5 = texture(sampler0, v_texcoord5.yw).xyz;
vec3 I5 = texture(sampler0, v_texcoord5.zw).xyz;
vec3 A0 = texture(sampler0, v_texcoord6.xy).xyz;
vec3 D0 = texture(sampler0, v_texcoord6.xz).xyz;
vec3 G0 = texture(sampler0, v_texcoord6.xw).xyz;
vec3 C4 = texture(sampler0, v_texcoord7.xy).xyz;
vec3 F4 = texture(sampler0, v_texcoord7.xz).xyz;
vec3 I4 = texture(sampler0, v_texcoord7.xw).xyz;
vec3 param = B;
vec3 param_1 = D;
vec3 param_2 = H;
vec3 param_3 = F;
vec4 b = RGBtoYUV(param, param_1, param_2, param_3);
vec3 param_4 = C;
vec3 param_5 = A;
vec3 param_6 = G;
vec3 param_7 = I;
vec4 c = RGBtoYUV(param_4, param_5, param_6, param_7);
vec3 param_8 = E;
vec3 param_9 = E;
vec3 param_10 = E;
vec3 param_11 = E;
vec4 e = RGBtoYUV(param_8, param_9, param_10, param_11);
vec4 d = b.yzwx;
vec4 f = b.wxyz;
vec4 g = c.zwxy;
vec4 h = b.zwxy;
vec4 i = c.wxyz;
vec3 param_12 = I4;
vec3 param_13 = C1;
vec3 param_14 = A0;
vec3 param_15 = G5;
vec4 i4 = RGBtoYUV(pStatus: new. 8 hits from 2024-01-21 17:52:53 to 2024-01-23 11:46:54 UTC. Message #2441992.
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