Message #2754880 - Vulkan error in shader compilation: info: %s / code: %s

Kind #880: Vulkan error in shader compilation: info: %s / code: %s

Game: eFootball PC - V. (PC1001000_1.01)

Vulkan error in shader compilation: info: ERROR: 0:38: 'gl_Position' : identifier not previously declared 
ERROR: 1 compilation errors.  No code generated.

 / code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;

// 00000000:00000108 HWX C 

layout (std140, set = 0, binding = 3) uniform baseVars {
  mat4 u_proj;
  mat4 u_proj_through;
  mat3x4 u_view;
  mat3x4 u_world;
  mat3x4 u_texmtx;
  vec4 u_uvscaleoffset;
  vec4 u_depthRange;
  vec4 u_matambientalpha;
  vec4 u_cullRangeMin;
  vec4 u_cullRangeMax;
  uint u_spline_counts;
  uint u_depal_mask_shift_off_fmt;
  uint u_colorWriteMask;
  float u_mipBias;
  vec2 u_texNoAlphaMul; float pad1; float pad2;
  vec3 u_fogcolor;  uint u_alphacolorref;
  vec3 u_texenv;    uint u_alphacolormask;
  vec4 u_texclamp;
  vec2 u_texclampoff; vec2 u_fogcoef;
  vec3 u_blendFixA; float u_stencilReplaceValue;
  vec3 u_blendFixB; float u_rotation;
};
layout (location = 0) in vec3 position;
layout (location = 5) in vec4 color0;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
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(0.0, 0.0, 1.0, 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 = color0;
  v_texcoord = splat3(0.0);
  v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
  if (u_depthRange.y >= 1.0) {
    gl_ClipDistance[0] = 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;
  }
  gl_Position = outPos;
}

Status: new. 1 hits from 2026-03-14 02:32:21 to 2026-03-14 02:32:21 UTC. Message #2754880.

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