Message #2766400 - 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: God of War: Chains of Olympus (UCUS98653_1.00)

Error in shader program link: info: Link Error: Vertex shader was not successfully compiled.

fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod 
#version 100
precision lowp float;
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
 varying vec4 v_color0;
 varying vec3 v_color1;
uniform vec3 u_fogcolor;
varying highp float v_fogdepth;
varying highp vec3 v_texcoord;
void main() {
  vec4 s = vec4(v_color1, 0.0);
  vec4 t = texture2D(tex, v_texcoord.xy);
  vec4 p = v_color0;
  vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
  v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
  float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
  v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
  gl_FragColor = vec4(v.rgb, u_stencilReplaceValue);
}

vs: 01f34440:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3  (failed)
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying highp vec3 v_texcoord;
varying highp float v_fogdepth;
void main() {
  vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
  mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
  vec4 viewPos = u_view * vec4(worldpos, 1.0);
  vec4 outPos = u_proj * viewPos;
  lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
  vec3 toLight;
  lowp vec3 diffuse;
  float distance;
  lowp float lightScale;
  mediump float ldot;
  toLight = u_lightpos0;
  ldot = max(dot(toLight, worldnormal), 0.0);
  diffuse = (u_lightdiffuse0 * color0.rgb) * ldot;
  lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
  toLight = u_lightpos1 - worldpos;
  distance = length(toLight);
  toLight /= distance;
  ldot = max(dot(toLight, worldnormal), 0.0);
  lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
  diffuse = (u_lightdiffuse1 * color0.rgb) * ldot;
  lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
  toLight = u_lightpos2 - worldpos;
  distance = length(toLight);
  toLight /= distance;
  ldot = max(dot(toLight, worldnormal), 0.0);
  lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
  diffuse = (u_lightdiffuse2 * color0.rgb) * ldot;
  lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
  toLight = u_lightpos3 - worldpos;
  distance = length(toLight);
  toLight /= distance;
  ldot = max(dot(toLight, worldnormal), 0.0);
  lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
  diffuse = (u_lightdiffuse3 * color0.rgb) * ldot;
  lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
  v_color0 = clamp(lightSum0, 0.0, 1.0);
  v_color1 = vec3(0.0);
  v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
  v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
  vec3 projPos = outPos.xyz / outPos.w;
  if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
    if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {

Status: new. 2 hits from 2026-05-29 18:28:37 to 2026-05-29 18:39:36 UTC. Message #2766400.

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