Message #2528018 - 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: Resistance: Retribution™ (UCAS40233_1.00)

Error in shader program link: info: (unknown reason)
fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod 
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
 in vec4 v_color0;
 in vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
  vec4 s = vec4(v_color1, 0.0);
  vec4 t = texture(tex, v_texcoord.xy);
  vec4 p = v_color0;
  vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
  v.rgb = v.rgb * 2.0;
  float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
  v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
  fragColor0 = v;
}

vs: 01f15551:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 
#version 300 es
precision highp float;
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 vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
  vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
  mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
  vec4 viewPos = u_view * vec4(worldpos, 1.0);
  gl_Position = u_proj * viewPos;
  lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
  lowp vec3 lightSum1 = vec3(0.0);
  vec3 toLight;
  lowp vec3 diffuse;
  float distance;
  lowp float lightScale;
  mediump float ldot;
  toLight = u_lightpos0;
  ldot = max(dot(toLight, worldnormal), 0.0);
  diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
  ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
  if (ldot > 0.0)
    lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
  lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
  toLight = u_lightpos1 - worldpos;
  distance = length(toLight);
  toLight /= distance;
  ldot = max(dot(toLight, worldnormal), 0.0);
  lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
  diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
  ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
  if (ldot > 0.0)
    lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a)  * lightScale);
  lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
  toLight = u_lightpos2 - worldpos;
  distance = length(toLight);
  toLight /= distance;
  ldot = max(dot(toLight, worldnormal), 0.0);
  lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
  diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
  ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
  if (ldot > 0.0)
    lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a)  * lightScale);
  lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale;
  toLight = u_lightpos3 - worldpos;
  distance = length(toLight);
  toLight /= distance;
  ldot = max(dot(toLight, worldnormal), 0.0);
  lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
  diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot;
  ldot = dot(nor

Status: new. 1 hits from 2024-08-10 18:03:00 to 2024-08-10 18:03:00 UTC. Message #2528018.

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