Message #2757965 - Vulkan error in shader compilation: info: %s / code: %s

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

Game: eFootball Chelito 19 (C19D01598_1.01)

Vulkan error in shader compilation: info: ERROR: 0:41: 'length' : no matching overloaded function found 
ERROR: 0:41: '' : compilation terminated 
ERROR: 2 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;

// 00000000:00000b20 HWX T N Cull 

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 = 2) in vec3 normal;
layout (location = 1) in vec2 texcoord;
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(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(texcoord.xy * u_uvscaleoffset.xy, 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;
  }
  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;
  if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) {
    gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
    gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
  } else {
    gl_CullDistance[0] = 0.0;
    gl_CullDistance[1] = 0.0;
  }
  gl_Position = outPos;
}

Status: new. 2 hits from 2026-04-02 09:52:48 to 2026-04-20 14:54:30 UTC. Message #2757965.

Individual reports are stored since 2026-11-12, the newest 100 per message; none for this message yet. Older hits only exist as the counters above. Hover a cell for details.