Message #2457699 - 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: Shaun White Snowboarding (ULES01185_1.01)

Error in shader program link: info: error: Exceeded max nr indirect texture lookups (6/4)

fs: 00180000:014e0c12 Tex TexProj LM TexAlpha StenToAlpha StenUniform TFuncAdd ColorTest != 
#version 120
// Driver: i915 (chipset: G33) - GLSL 120
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:014e0c12 Tex TexProj LM TexAlpha StenToAlpha StenUniform TFuncAdd ColorTest != 
uniform sampler2D tex;
uniform sampler2D testtex;
uniform float u_stencilReplaceValue;
 varying lowp vec4 v_color0;
 varying lowp vec3 v_color1;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
  vec4 s = vec4(v_color1, 0.0);
  vec4 t = texture2DProj(tex, v_texcoord);
  vec4 p = v_color0;
  vec4 v = vec4(p.rgb + t.rgb, p.a * t.a) + s;
  vec4 vScale256 = v * 0.996094 + 0.001953;
  float rResult = texture2D(testtex, vec2(vScale256.r, 0)).r;
  float gResult = texture2D(testtex, vec2(vScale256.g, 0)).g;
  float bResult = texture2D(testtex, vec2(vScale256.b, 0)).b;
  if (rResult < 0.5 && gResult < 0.5 && bResult < 0.5) DISCARD;
  gl_FragColor = vec4(v.rgb, u_stencilReplaceValue);
}

vs: 01030000:00010b09 HWX C T N LM TexProjPos UVMtx Light: MatUp:3 
#version 120
// Driver: i915 (chipset: G33) - GLSL 120
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01030000:00010b09 HWX C T N LM TexProjPos UVMtx Light: MatUp:3 
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
   return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
  vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
  mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
  vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
  vec4 outPos = mul(u_proj, viewPos);
  vec4 ambientColor = color0;
  vec3 diffuseColor = color0.rgb;
  vec3 specularColor = u_matspecular.rgb;
  lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
  mediump float ldot;
  v_color0 = clamp(lightSum0, 0.0, 1.0);
  v_color1 = splat3(0.0);
  v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
  v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
  gl_Position = outPos;
}

Status: new. 1 hits from 2024-02-28 02:00:33 to 2024-02-28 02:00:33 UTC. Message #2457699.

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.