Message #2582145 - 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: FIFA 14 - Es (ULES01590_1.00)

Error in shader program link: info: Variable u_texelDelta has unmatched precision qualifier in different shaders

fs: postshader
#version 320 es
precision mediump float;
precision highp int;

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

in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
in vec4 v_texcoord1;
in vec4 v_texcoord2;
in vec4 v_texcoord3;
in vec4 v_texcoord4;
in vec2 v_texcoord5;

vec3 texture2d(vec2 texcoord)
{
    float scaleGuest_AA4o = 7.0;
    if (true && (u_video == 1.0))
    {
        scaleGuest_AA4o = 3.0;
    }
    vec4 yx = vec4(0.00208333344198763370513916015625, 0.00367647060193121433258056640625, -0.00208333344198763370513916015625, -0.00367647060193121433258056640625) / vec4(scaleGuest_AA4o);
    vec4 xy = vec4(0.0041666668839752674102783203125, 0.0073529412038624286651611328125, -0.0041666668839752674102783203125, -0.0073529412038624286651611328125) / vec4(scaleGuest_AA4o);
    vec3 s00 = texture(sampler0, texcoord + yx.zw).xyz;
    vec3 s20 = texture(sampler0, texcoord + yx.xw).xyz;
    vec3 s22 = texture(sampler0, texcoord + yx.xy).xyz;
    vec3 s02 = texture(sampler0, texcoord + yx.zy).xyz;
    float m1 = dot(abs(s00 - s22), vec3(1.0)) + 0.001000000047497451305389404296875;
    float m2 = dot(abs(s02 - s20), vec3(1.0)) + 0.001000000047497451305389404296875;
    return ((((s00 + s22) * m2) + ((s02 + s20) * m1)) * 0.5) / vec3(m1 + m2);
}

vec3 texture2dd(vec2 texcoord)
{
    float scaleGuest_AA4o = 7.0;
    if (true && (u_video == 1.0))
    {
        scaleGuest_AA4o = 3.0;
    }
    vec4 yx = vec4(0.00208333344198763370513916015625, 0.00367647060193121433258056640625, -0.00208333344198763370513916015625, -0.00367647060193121433258056640625) / vec4(scaleGuest_AA4o);
    vec4 xy = vec4(0.0041666668839752674102783203125, 0.0073529412038624286651611328125, -0.0041666668839752674102783203125, -0.0073529412038624286651611328125) / vec4(scaleGuest_AA4o);
    vec3 c11 = texture(sampler0, texcoord).xyz;
    vec3 c00 = texture(sampler0, texcoord + xy.zw).xyz;
    vec3 c20 = texture(sampler0, texcoord + xy.xw).xyz;
    vec3 c22 = texture(sampler0, texcoord + xy.xy).xyz;
    vec3 c02 = texture(sampler0, texcoord + xy.zy).xyz;
    vec3 s00 = texture(sampler0, texcoord + yx.zw).xyz;
    vec3 s20 = texture(sampler0, texcoord + yx.xw).xyz;
    vec3 s22 = texture(sampler0, texcoord + yx.xy).xyz;
    vec3 s02 = texture(sampler0, texcoord + yx.zy).xyz;
    float d1 = dot(abs(c00 - c22), vec3(1.0)) + 0.001000000047497451305389404296875;
    float d2 = dot(abs(c20 - c02), vec3(1.0)) + 0.001000000047497451305389404296875;
    float m1 = dot(abs(s00 - s22), vec3(1.0)) + 0.001000000047497451305389404296875;
    float m2 = dot(abs(s02 - s20), vec3(1.0)) + 0.001000000047497451305389404296875;
    vec3 t2 = (((c20 + c02) * d1) + ((c00 + c22) * d2)) / vec3(2.0 * (d1 + d2));
    return ((c11 + t2) + ((((s00 + s22) * m2) + ((s02 + s20) * m1)) / vec3(m1 + m2))) * 0.25;
}

vec3 processGuestAA4o()
{
    float scaleGuest_AA4o = 7.0;
    if (true && (u_video == 1.0))
    {
        scaleGuest_AA4o = 3.0;
    }
    vec2 size = vec2(480.0, 272.0) * scaleGuest_AA4o;
    vec2 inv_size = vec2(0.00208333344198763370513916015625, 0.00367647060193121433258056640625) / vec2(scaleGuest_AA4o);
    vec2 OGL2Pos = v_texcoord0 * size;
    vec2 fp = fract(OGL2Pos);
    vec2 dx = vec2(inv_size.x, 0.0);
    vec2 dy = vec2(0.0, inv_size.y);
    vec2 g1 = vec2(inv_size.x, inv_size.y);
    vec2 g2 = vec2(-inv_size.x, inv_size.y);
    vec2 pC4 = (floor(OGL2Pos) * inv_size) + (inv_size * 0.5);
    vec2 param = pC4 - g1;
    vec3 C0 = texture2d(param);
    vec2 param_1 = pC4 - dy;
    vec3 C1 = texture2d(param_1);
    vec2 param_2 = pC4 - g2;
    vec3 C2 = texture2d(param_2);
    vec2 param_3 = pC4 - dx;
    vec3 C3 = texture2d(param_3);
    vec2 param_4 = pC4;
    vec3 C4 = texture2d(param_4);
    vec2 param_5 = pC4 + dx;
    vec3 C5 = texture2d(param_5);
    vec2 param_6 = pC4 + g2;
    vec3 C6 = texture2d(param_6);
    vec

Status: new. 1 hits from 2024-11-29 07:27:44 to 2024-11-29 07:27:44 UTC. Message #2582145.

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