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.
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