Message #2535040 - Vulkan error in shader compilation: info: %s / code: %s

Kind #880: Vulkan error in shader compilation: info: %s / code: %s

Game: THE KING OF FIGHTERS '96 (NPEH00125_1.00)

Vulkan error in shader compilation: info: WARNING: 0:45: 'layout' : useless application of layout qualifier 
ERROR: 0:121: 'normal' : undeclared identifier 
ERROR: 0:121: 'z' : vector swizzle selection out of range 
ERROR: 0:121: '' : compilation terminated 
ERROR: 3 compilation errors.  No code generated.

 / code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable


layout (std140, set = 0, binding = 3) uniform baseVars {
  mat4 proj_mtx;
	mat4 proj_through_mtx;
  mat3x4 view_mtx;
  mat3x4 world_mtx;
  mat3x4 tex_mtx;
  vec4 uvscaleoffset;
  vec4 depthRange;
  vec2 fogcoef;
  float stencilReplace;
  vec4 matambientalpha;
  uint spline_counts;
  uint depal_mask_shift_off_fmt;
  int pad2;
  int pad3;
  vec4 cullRangeMin;
  vec4 cullRangeMax;
  vec3 fogcolor;
  vec3 texenv;
  ivec4 alphacolorref;
  ivec4 alphacolormask;
  vec3 blendFixA;
  vec3 blendFixB;
  vec4 texclamp;
  vec2 texclampoff;
} base;
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) out vec4 v_color0;
layout (location = 0) out vec3 v_texcoord;
struct TessData {
  vec4 pos;
  vec4 uv;
  vec4 color;
};
layout (std430, set = 0, binding = 6) readonly buffer s_tess_data {
  TessData data[];
} tess_data;
layout (std430) struct TessWeight {
  vec4 basis;
  vec4 deriv;
};
layout (std430, set = 0, binding = 7) readonly buffer s_tess_weights_u {
  TessWeight data[];
} tess_weights_u;
layout (std430, set = 0, binding = 8) readonly buffer s_tess_weights_v {
  TessWeight data[];
} tess_weights_v;
vec2 tess_sample(in vec2 points[16], mat4 weights) {
  vec2 pos = vec2(0.0);
  pos += weights[0][0] * points[0];
  pos += weights[0][1] * points[1];
  pos += weights[0][2] * points[2];
  pos += weights[0][3] * points[3];
  pos += weights[1][0] * points[4];
  pos += weights[1][1] * points[5];
  pos += weights[1][2] * points[6];
  pos += weights[1][3] * points[7];
  pos += weights[2][0] * points[8];
  pos += weights[2][1] * points[9];
  pos += weights[2][2] * points[10];
  pos += weights[2][3] * points[11];
  pos += weights[3][0] * points[12];
  pos += weights[3][1] * points[13];
  pos += weights[3][2] * points[14];
  pos += weights[3][3] * points[15];
  return pos;
}
vec3 tess_sample(in vec3 points[16], mat4 weights) {
  vec3 pos = vec3(0.0);
  pos += weights[0][0] * points[0];
  pos += weights[0][1] * points[1];
  pos += weights[0][2] * points[2];
  pos += weights[0][3] * points[3];
  pos += weights[1][0] * points[4];
  pos += weights[1][1] * points[5];
  pos += weights[1][2] * points[6];
  pos += weights[1][3] * points[7];
  pos += weights[2][0] * points[8];
  pos += weights[2][1] * points[9];
  pos += weights[2][2] * points[10];
  pos += weights[2][3] * points[11];
  pos += weights[3][0] * points[12];
  pos += weights[3][1] * points[13];
  pos += weights[3][2] * points[14];
  pos += weights[3][3] * points[15];
  return pos;
}
vec4 tess_sample(in vec4 points[16], mat4 weights) {
  vec4 pos = vec4(0.0);
  pos += weights[0][0] * points[0];
  pos += weights[0][1] * points[1];
  pos += weights[0][2] * points[2];
  pos += weights[0][3] * points[3];
  pos += weights[1][0] * points[4];
  pos += weights[1][1] * points[5];
  pos += weights[1][2] * points[6];
  pos += weights[1][3] * points[7];
  pos += weights[2][0] * points[8];
  pos += weights[2][1] * points[9];
  pos += weights[2][2] * points[10];
  pos += weights[2][3] * points[11];
  pos += weights[3][0] * points[12];
  pos += weights[3][1] * points[13];
  pos += weights[3][2] * points[14];
  pos += weights[3][3] * points[15];
  return pos;
}
struct Tess {
  vec3 pos;
  vec2 tex;
  vec4 col;
};
void tessellate(out Tess tess) {
  ivec2 point_pos = ivec2(position.z, normal.z) * 3;
  ivec2 weight_idx = ivec2(position.xy);
  vec3 _pos[16];
  vec2 _tex[16];
  vec4 _col[16];
  int index;
  index = (0 + point_pos.y) * int(base.spline_counts) + (0 + point_pos.x);
  _pos[0] = tess_data.data[index].pos.xyz;
  _tex[0] = tess_data.data[index].uv.xy;
  _col[0] = tess_data.data[index].color;

Status: new. 1 hits from 2024-08-27 23:10:34 to 2024-08-27 23:10:34 UTC. Message #2535040.

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