Message #2543190 - Error in shader compilation: info: %s %s %s

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

Game: WWE SmackDown vs. RAW 2007 (ULES00631_1.02)

Error in shader compilation: info: Compile failed.
ERROR: 0:94: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.


01f71000:00000931 HWX T LM Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 Cull 
#version 320 es
// PowerVR Rogue GE8320 - 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 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 vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
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 vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
in vec3 h_normal;
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 = vec3(0.0, 0.0, 1.0);
  vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
  viewPos.xy *= 0.333333;
  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);
  lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
  toLight = u_lightpos1;
  ldot = dot(toLight, worldnormal);
  diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
  lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
  toLight = u_lightpos2;
  ldot = dot(toLight, worldnormal);
  diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
  lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
  toLight = u_lightpos3;
  ldot = dot(toLight, worldnormal);
  diffuse = (u_lightdiffuse3 * 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_lightspecular3 * u_matspecular.rgb * ldot ;
  }
  lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse);
  v_color0 = clamp(lightSum0, 0.0, 1.0);
  v_color1 = clamp(lightSum1, 0.0, 1.0);
  v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
  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_Position = outPos;
  h_normal = vec3(-1.0);
}

Status: new. 1 hits from 2024-09-15 23:15:19 to 2024-09-15 23:15:19 UTC. Message #2543190.

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