Message #2671609 - 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: GTA: Liberty City Stories (ULUS10041_1.05)

Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1


fs: 00182a82:00000402 Tex TexAlpha ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod 
#version 330
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9600M GT/PCI/SSE2 - GLSL 330
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00182a82:00000402 Tex TexAlpha ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod 
uniform sampler2D tex;
uniform vec3 u_blendFixA;
uniform vec3 u_blendFixB;
 in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
  vec4 t = texture(tex, v_texcoord.xy);
  vec4 p = v_color0;
  vec4 v = p * t;
  v.rgb = v.rgb * u_blendFixA;
  fragColor0 = v;
}

vs: 00000000:00120b20 HWX T N UVEnv 0: c:0 t:0 1: c:0 t:0 Cull 
#version 330
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9600M GT/PCI/SSE2 - GLSL 330
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00120b20 HWX T N UVEnv 0: c:0 t:0 1: c:0 t:0 Cull 
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform vec3 u_lightpos1;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
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 = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
  vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
  vec4 outPos = mul(u_proj, viewPos);
  vec4 ambientColor = u_matambientalpha;
  v_color0 = u_matambientalpha;
  v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0);
  v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
  if (u_depthRange.y - u_depthRange.x >= 1.0) {
    gl_ClipDistance[0] = outPos.w + outPos.z;
  } else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
    gl_ClipDistance[0] = outPos.w - outPos.z;
  } else {
    gl_ClipDistance[0] = 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_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
  gl_Position = outPos;
}

Status: new. 4 hits from 2025-04-28 14:34:04 to 2025-04-28 21:08:08 UTC. Message #2671609.

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