Message #2561175 - 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: EFOOTBALL NEW PATCH SEASON 2025.... (DIWAXGAMING2025_1.)

Error in shader program link: info: L0001 The fragment shader uniform floating-point u_texelDelta does not match the vertex shader uniform floating-point u_texelDelta.
	The precision does not match.


fs: postshader
#version 310 es
precision mediump float;
precision highp int;

layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec4 u_time;
uniform vec2 u_texelDelta;
uniform vec2 u_pixelDelta;

in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
mediump int SEPIA;
mediump int GRAYSCALE;
mediump int NEGATIVE;
mediump int PSPCOLORS;

void main()
{
    SEPIA = 0;
    GRAYSCALE = 0;
    NEGATIVE = 0;
    PSPCOLORS = 0;
    vec3 color = texture(sampler0, v_texcoord0).xyz;
    vec3 colorB = color;
    mediump int hatsu = 0;
    float sat = 1.85000002384185791015625;
    float brt = 1.25;
    float con = 0.89999997615814208984375;
    float AvgLumR = 1.08000004291534423828125;
    float AvgLumG = 1.019999980926513671875;
    float AvgLumB = 1.019999980926513671875;
    if (SEPIA == 1)
    {
        sat = 0.00999999977648258209228515625;
        brt = 1.75;
        con = 1.0;
        AvgLumR = 0.439999997615814208984375;
        AvgLumG = 0.2599999904632568359375;
        AvgLumB = 0.07999999821186065673828125;
    }
    if (GRAYSCALE == 1)
    {
        sat = 0.0;
        brt = 1.0;
        con = 1.0;
        AvgLumR = 1.0;
        AvgLumG = 1.0;
        AvgLumB = 1.0;
    }
    if (NEGATIVE == 1)
    {
        sat = 1.0;
        brt = 1.0;
        con = -1.0;
        AvgLumR = 1.0;
        AvgLumG = 1.0;
        AvgLumB = 1.0;
    }
    if (PSPCOLORS == 1)
    {
        sat = 1.0;
        brt = 1.0;
        con = 1.0;
        AvgLumR = 0.959299981594085693359375;
        AvgLumG = 1.0738999843597412109375;
        AvgLumB = 1.46039998531341552734375;
    }
    vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
    vec3 conRGB = vec3(0.5);
    vec3 brtColor = color * brt;
    vec3 intensity = vec3(((brtColor.x * 0.2125000059604644775390625) + (brtColor.y * 0.7153999805450439453125)) + (brtColor.z * 0.07209999859333038330078125));
    vec3 satColor = mix(intensity, brtColor, vec3(sat));
    vec3 conColor = mix(conRGB, satColor, vec3(con));
    vec3 mixColor = AvgLumin * conColor;
    color = mixColor;
    _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.x = color.x;
    _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.y = color.y;
    _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.z = color.z;
    _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.w = 1.0;
}


vs: postshader
#version 310 es

uniform vec2 u_texelDelta;

out vec2 v_texcoord0;
in vec2 a_texcoord0;
in vec4 a_position;
out vec4 v_texcoordNC0;
out vec4 v_texcoordNC1;
out vec4 v_texcoordNC2;
out vec4 v_texcoordNC3;

void main()
{
    v_texcoord0 = a_texcoord0;
    gl_Position = a_position;
    v_texcoordNC0 = a_texcoord0.xyxy + (vec4(-0.5, -0.5, -1.5, -1.5) * u_texelDelta.xyxy);
    v_texcoordNC1 = a_texcoord0.xyxy + (vec4(0.5, -0.5, 1.5, -1.5) * u_texelDelta.xyxy);
    v_texcoordNC2 = a_texcoord0.xyxy + (vec4(-0.5, 0.5, -1.5, 1.5) * u_texelDelta.xyxy);
    v_texcoordNC3 = a_texcoord0.xyxy + (vec4(0.5, 0.5, 1.5, 1.5) * u_texelDelta.xyxy);
}

Status: new. 2 hits from 2024-10-28 16:00:14 to 2024-10-28 16:00:15 UTC. Message #2561175.

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