Message #2526415 - Error in shader compilation: info: %s %s %s

Kind #970: Error in shader compilation: info: %s %s %s

Game: Gran Turismo® (UCUS98632_2.00)

Error in shader compilation: info: ERROR: 0:85: 'assign' :  l-value required "h_depth" (can't modify an attribute)
ERROR: 1 compilation errors.  No code generated.


01100001:00000b34 HWX T N Fog Tex Light: 0: c:1 t:0 Cull 
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Adreno (TM) 506 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in float h_depth;
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);
  float rotAngle1 = length(viewPos)*0.000030;
  viewPos.yz = vec2(viewPos.y*cos(rotAngle1)+viewPos.z*sin(rotAngle1), viewPos.z*cos(rotAngle1)-viewPos.y*sin(rotAngle1));
  float rotAngle = 0.034907;
  viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
  viewPos.xy *= 0.773324;
  vec4 outPos = mul(u_proj, viewPos);
  lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
  lowp vec3 lightSum1 = splat3(0.0);
  vec3 toLight;
  lowp vec3 diffuse;
  mediump float ldot;
  toLight = u_lightpos0;
  ldot = dot(toLight, worldnormal);
  diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
  if (ldot >= 0.0) {
    ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
    if (u_matspecular.a <= 0.0) {
      ldot = 1.0;
    } else {
      ldot = pow(max(ldot, 0.0), u_matspecular.a);
    }
    if (ldot > 0.0)
      lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
  }
  lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
  v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);
  v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
  v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
  vec3 projPos = outPos.xyz / outPos.w;
  float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
  if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
    if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
      outPos.xyzw = u_cullRangeMax.wwww;
    }
  }
  if (u_cullRangeMin.w <= 0.0) {
    if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
      outPos.xyzw = u_cullRangeMax.wwww;
    }
  }
  gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
  if (u_cullRangeMin.w > 0.0) {
    gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
    gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
  }
  gl_Position = outPos;
  h_depth = outPos.z/outPos.w;
}

Status: new. 1 hits from 2024-08-07 12:47:46 to 2024-08-07 12:47:46 UTC. Message #2526415.

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.