Kind #967: Error in shader program link: info: %s
fs: %s
%s
vs: %s
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Game: TEKKEN 6 (ULUS10466_1.00)
Error in shader program link: info: L0001 The fragment shader uniform floating-point u_pixelDelta does not match the vertex shader uniform floating-point u_pixelDelta.
The precision does not match.
fs: postshader
#version 310 es
precision mediump float;
precision highp int;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec2 u_texelDelta;
uniform vec4 u_time;
uniform vec2 u_pixelDelta;
in vec2 v_texcoord0;
out vec4 _gl_FragColor;
vec3 processFXAA(inout vec3 color)
{
float FXAA_SPAN_MAX = 8.0;
float FXAA_REDUCE_MUL = 0.125;
float FXAA_REDUCE_MIN = 0.0078125;
vec3 rgbNW = texture(sampler0, v_texcoord0 + (vec2(-1.0) * u_texelDelta)).xyz;
vec3 rgbNE = texture(sampler0, v_texcoord0 + (vec2(1.0, -1.0) * u_texelDelta)).xyz;
vec3 rgbSW = texture(sampler0, v_texcoord0 + (vec2(-1.0, 1.0) * u_texelDelta)).xyz;
vec3 rgbSE = texture(sampler0, v_texcoord0 + (vec2(1.0) * u_texelDelta)).xyz;
vec3 rgbM = texture(sampler0, v_texcoord0).xyz;
vec3 luma = vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625);
float lumaNW = dot(rgbNW, luma);
float lumaNE = dot(rgbNE, luma);
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma);
float lumaM = dot(rgbM, luma);
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = (lumaNW + lumaSW) - (lumaNE + lumaSE);
float dirReduce = max((((lumaNW + lumaNE) + lumaSW) + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * u_texelDelta;
vec3 rgbA = (texture(sampler0, v_texcoord0 + (dir * (-0.16666667163372039794921875))).xyz + texture(sampler0, v_texcoord0 + (dir * 0.16666667163372039794921875)).xyz) * 0.5;
vec3 rgbB = (rgbA * 0.5) + ((texture(sampler0, v_texcoord0 + (dir * (-0.5))).xyz + texture(sampler0, v_texcoord0 + (dir * 0.5)).xyz) * 0.25);
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax))
{
color = rgbA;
}
else
{
color = rgbB;
}
return color;
}
vec3 processBLOOM(inout vec3 color, vec3 colorB, mediump int hatsu)
{
vec4 sum = vec4(0.0);
mediump int diffx = 0;
mediump int diffy = 1;
for (mediump int ib = -diffy; ib < diffy; ib++)
{
for (mediump int jb = -diffx; jb < diffx; jb++)
{
sum += (texture(sampler0, v_texcoord0 + (vec2(float(jb), float(ib)) * 0.00200000009499490261077880859375)) * 0.14000000059604644775390625);
}
}
float _305 = color.x;
bool _307 = _305 < 0.300000011920928955078125;
bool _313;
if (_307)
{
_313 = color.y < 0.300000011920928955078125;
}
else
{
_313 = _307;
}
bool _320;
if (_313)
{
_320 = color.z < 0.300000011920928955078125;
}
else
{
_320 = _313;
}
vec3 bloom;
if (_320)
{
bloom = ((sum.xyz * sum.xyz) * 0.01200000010430812835693359375) + color;
}
else
{
float _335 = color.x;
bool _336 = _335 < 0.5;
bool _342;
if (_336)
{
_342 = color.y < 0.5;
}
else
{
_342 = _336;
}
bool _348;
if (_342)
{
_348 = color.z < 0.5;
}
else
{
_348 = _342;
}
if (_348)
{
bloom = ((sum.xyz * sum.xyz) * 0.0089999996125698089599609375) + color;
}
else
{
bloom = ((sum.xyz * sum.xyz) * 0.0074999998323619365692138671875) + color;
}
}
color = mix(color, bloom, vec3(1.2999999523162841796875));
if (hatsu == 1)
{
color = mix(colorB, color, vec3(0.5));
}
return color;
}
vec3 processSHADEBOOSStatus: new. 12 hits from 2024-12-05 11:27:20 to 2024-12-05 12:08:43 UTC. Message #2585583.
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