Message #2640460 - 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: ModNation™ Racers (UCUS98741_1.00)

Error in shader program link: info: error: declarations for uniform `u_texelDelta` have mismatching precision qualifiers

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;

float overlay(float base, float blend)
{
    float result = 0.0;
    if (base < 0.5)
    {
        result = (2.0 * base) * blend;
    }
    else
    {
        result = 1.0 - ((1.0 - (2.0 * (base - 0.5))) * (1.0 - blend));
    }
    return result;
}

void main()
{
    SEPIA = 0;
    GRAYSCALE = 0;
    NEGATIVE = 0;
    PSPCOLORS = 1;
    vec3 color = texture(sampler0, v_texcoord0).xyz;
    vec3 colorB = color;
    mediump int hatsu = 0;
    vec3 blur = color * 1.2252061367034912109375;
    float param = color.x;
    float param_1 = blur.x;
    float param_2 = color.y;
    float param_3 = blur.y;
    float param_4 = color.z;
    float param_5 = blur.z;
    vec3 newcolor = vec3(overlay(param, param_1), overlay(param_2, param_3), overlay(param_4, param_5));
    color = mix(color, newcolor, vec3(0.5));
    vec4 sum = vec4(0.0);
    mediump int diffx = -1;
    mediump int diffy = 0;
    mediump int _109 = -diffy;
    for (mediump int i = _109; i < diffy; i++)
    {
        mediump int _120 = -diffx;
        for (mediump int j = _120; j < diffx; j++)
        {
            sum += (texture(sampler0, v_texcoord0 + (vec2(float(j), float(i)) * 0.00200000009499490261077880859375)) * 0.25);
        }
    }
    bool _151 = color.x < 0.300000011920928955078125;
    bool _157;
    if (_151)
    {
        _157 = color.y < 0.300000011920928955078125;
    }
    else
    {
        _157 = _151;
    }
    bool _163;
    if (_157)
    {
        _163 = color.z < 0.300000011920928955078125;
    }
    else
    {
        _163 = _157;
    }
    vec3 bloom;
    if (_163)
    {
        bloom = ((sum.xyz * sum.xyz) * 0.01200000010430812835693359375) + color;
    }
    else
    {
        bool _179 = color.x < 0.5;
        bool _185;
        if (_179)
        {
            _185 = color.y < 0.5;
        }
        else
        {
            _185 = _179;
        }
        bool _191;
        if (_185)
        {
            _191 = color.z < 0.5;
        }
        else
        {
            _191 = _185;
        }
        if (_191)
        {
            bloom = ((sum.xyz * sum.xyz) * 0.0089999996125698089599609375) + color;
        }
        else
        {
            bloom = ((sum.xyz * sum.xyz) * 0.0074999998323619365692138671875) + color;
        }
    }
    color = mix(color, bloom, vec3(0.5));
    if (hatsu == 1)
    {
        color = mix(colorB, color, vec3(0.5));
    }
    float sat = 1.7000000476837158203125;
    float brt = 1.10000002384185791015625;
    float con = 1.10000002384185791015625;
    float AvgLumR = 1.10000002384185791015625;
    float AvgLumG = 1.2999999523162841796875;
    float AvgLumB = 1.2000000476837158203125;
    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.

Status: new. 4 hits from 2025-03-04 19:59:10 to 2025-03-04 19:59:37 UTC. Message #2640460.

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