Message #2680601 - 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: Dragon Ball Z: Tenkaichi Tag Team (ULUS10537_1.00)

Error in shader program link: info: 
fs: 189c002e:0000038e Tex FragUber Depal WriteMask TClampST ReplaceBlend_6A:0_B:0_Eq:5 TFuncRepl (fetch)
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: Adreno (TM) 650 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 189c002e:0000038e Tex FragUber Depal WriteMask TClampST ReplaceBlend_6A:0_B:0_Eq:5 TFuncRepl (fetch)
precision highp int;
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform vec4 u_texclamp;
uniform vec2 u_texclampoff;
uniform sampler2D pal;
uniform uint u_depal_mask_shift_off_fmt;
uniform uint u_colorWriteMask;
 in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
  lowp vec4 destColor = fragColor0;
  vec2 fixedcoord = vec2((clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z) + u_texclampoff.x), (clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w) + u_texclampoff.y));
  vec2 uv = fixedcoord.xy;
  vec2 uv_round;
  vec2 tsize = vec2(textureSize(tex, 0).xy);
  vec2 fraction;
  bool bilinear = (u_depal_mask_shift_off_fmt >> 0x2Fu) != 0x0u;
  if (bilinear) {
    uv_round = uv * tsize - vec2(0.5, 0.5);
    fraction = fract(uv_round);
    uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize;
  } else {
    uv_round = uv;
  }
  highp vec4 t = texture(tex, uv_round);
  highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0));
  highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1));
  highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1));
  uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFu);
  uint depalShift = (u_depal_mask_shift_off_fmt >> 0x8u) & 0xFFu;
  uint depalOffset = ((u_depal_mask_shift_off_fmt >> 0x10u) & 0xFFu) << 0x4u;
  uint depalFmt = (u_depal_mask_shift_off_fmt >> 0x18u) & 0x3u;
  uvec4 col; uint index0; uint index1; uint index2; uint index3;
  switch (int(depalFmt)) {
  case 0:
    col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0);
    index0 = (col.b << 0xBu) | (col.g << 0x5u) | (col.r);
    if (bilinear) {
      col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0);
      index1 = (col.b << 0xBu) | (col.g << 0x5u) | (col.r);
      col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0);
      index2 = (col.b << 0xBu) | (col.g << 0x5u) | (col.r);
      col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0);
      index3 = (col.b << 0xBu) | (col.g << 0x5u) | (col.r);
    }
    break;
  case 1:
    col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0));
    index0 = (col.a << 0xFu) | (col.b << 0xAu) | (col.g << 0x5u) | (col.r);
    if (bilinear) {
      col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0));
      index1 = (col.a << 0xFu) | (col.b << 0xAu) | (col.g << 0x5u) | (col.r);
      col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0));
      index2 = (col.a << 0xFu) | (col.b << 0xAu) | (col.g << 0x5u) | (col.r);
      col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0));
      index3 = (col.a << 0xFu) | (col.b << 0xAu) | (col.g << 0x5u) | (col.r);
    }
    break;
  case 2:
    col = uvec4(t.rgba * 15.99);
    index0 = (col.a << 0xCu) | (col.b << 0x8u) | (col.g << 0x4u) | (col.r);
    if (bilinear) {
      col = uvec4(t1.rgba * 15.99);
      index1 = (col.a << 0xCu) | (col.b << 0x8u) | (col.g << 0x4u) | (col.r);
      col = uvec4(t2.rgba * 15.99);
      index2 = (col.a << 0xCu) | (col.b << 0x8u) | (col.g << 0x4u) | (col.r);
      col = uvec4(t3.rgba * 15.99);
      index3 = (col.a << 0xCu) | (col.b << 0x8u) | (col.g << 0x4u) | (col.r);
    }
    break;
  case 3:
    col = uvec4(t.rgba * 255.99);
    index0 = (col.a << 0x18u) | (col.b << 0x10u) | (col.g << 0x8u) | (col.r);
    if (bilinear) {
      col = uvec4(t1.rgba * 255.99);
      index1 = (col.a << 0x18u) | (col.b << 0x10u) | (col.g << 0x8u) | (col.r);
      col = uvec4(t2.rgba * 255.99);
      index2 = (col.a << 0x18u) | (col.b << 0x10u) | (col.g << 0x8u) | (col.r);
      col = uvec4(t3.rgba * 255.99);
      index3 = (col.a << 0x18u) | (col.b << 0x10u) | (col.g << 0x8u) | (col.r);
   

Status: new. 1 hits from 2025-05-16 11:53:22 to 2025-05-16 11:53:22 UTC. Message #2680601.

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