Message #2723001 - Error in shader compilation: info: %s %s %s

Kind #970: Error in shader compilation: info: %s %s %s

Game: NBA (UCUS98607_1.00)

Error in shader compilation: info: Compile failed.
ERROR: 0:16: '&' : Wrong operand types. No operation '&' exists that takes a left-hand operand of type 'in invalid uint' and a right operand of type 'const int' (and there is no acceptable conversion)
ERROR: 0:16: '&' : Wrong operand types. No operation '&' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (and there is no acceptable conversion)
ERROR: 0:16: '&' : Wrong operand types. No operation '&' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (and there is no acceptable conversion)
3 compilation errors. No code generated.


00180000:001e0022 Tex TexAlpha TFuncMod ColorTest0 != 
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: PowerVR Rogue GE8322 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D testtex;
 in lowp vec4 v_color0;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
out vec4 fragColor0;
uvec3 unpackUVec3(highp uint x) {
  return uvec3(x & 0xFF, (x >> 8) & 0xFF, (x >> 16) & 0xFF);
}
void main() {
  vec4 t = texture(tex, v_texcoord.xy);
  vec4 p = v_color0;
  vec4 v = p * t;
  if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) DISCARD;
  fragColor0 = v;
}

Status: new. 2 hits from 2025-09-14 10:19:13 to 2025-09-14 10:22:27 UTC. Message #2723001.

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