Message #2466147 - 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: God of War®: Ghost of Sparta (UCES01401_1.00)

Error in shader program link: info: Fragment info
-------------
0(26) : error C7011: implicit cast from "int" to "uint"
0(26) : error C7011: implicit cast from "int" to "uint"

fs: 00180000:008053a2 Tex TexAlpha 2x TClampST TFuncMod AlphaTest == 
#version 430
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:008053a2 Tex TexAlpha 2x TClampST TFuncMod AlphaTest == 
uniform sampler2D tex;
uniform vec4 u_texclamp;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
 in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
  vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w));
  vec4 t = texture(tex, fixedcoord.xy);
  vec4 p = v_color0;
  vec4 v = p * t;
  v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
  if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24))  !=  int(u_alphacolorref >> 24)) DISCARD;
  fragColor0 = v;
}

vs: 00000000:00000012 THR Tex 
#version 430
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 630/PCIe/SSE2 - GLSL 430
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000012 THR Tex 
in vec4 position;
in highp float fog;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
  v_texcoord = vec3(texcoord, 1.0);
  v_color0 = color0;
  v_fogdepth = fog;
  vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
  gl_Position = outPos;
}

Status: new. 2 hits from 2024-03-20 23:19:13 to 2024-03-20 23:19:59 UTC. Message #2466147.

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