Message #2775622 - Vulkan error in shader compilation: info: %s / code: %s

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

Game: eFootball PES 2024 "SN3" (SNEAFRIKA_1.01)

Vulkan error in shader compilation: info: ERROR: 0:83: 'dot' : no matching overloaded function found 
ERROR: 0:83: '' : 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;

// 01000000:80000b20 HWX T N Light: LightUberShader 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 (std140, set = 0, binding = 4) uniform lightVars {
  vec4 u_ambient;
  vec3 u_matdiffuse;
  vec4 u_matspecular;
  vec3 u_matemissive;
  uint u_lightControl;  // light ubershader control bits
  vec3 u_lightpos[4];
  vec3 u_lightdir[4];
  vec3 u_lightatt[4];
  vec4 u_lightangle_spotCoef[4];
  vec3 u_lightambient[4];
  vec3 u_lightdiffuse[4];
  vec3 u_lightspecular[4];
};
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;
  vec3 diffuseColor = u_matdiffuse.rgb;
  vec3 specularColor = u_matspecular.rgb;
  lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
  lowp vec3 lightSum1 = splat3(0.0);
  vec3 toLight;
  lowp vec3 diffuse;
  float distance;
  lowp float lightScale;
  mediump float ldot;
  lowp float angle;
  uint comp; uint type; float attenuation;
  for (uint i = 0; i < 4; i++) {
  if ((u_lightControl & (0x1u << i)) != 0x0u) { 
    comp = (u_lightControl >> uint(0x4u + 0x4u * i)) & 0x3u;
    type = (u_lightControl >> uint(0x4u + 0x4u * i + 0x2u)) & 0x3u;
    toLight = u_lightpos[i];
    if (type != 0x0u) {
      toLight -= worldpos;
      distance = length(toLight);
      toLight /= distance;
      attenuation = clamp(1.0 / dot(u_lightatt[i], vec3(1.0, distance, distance*distance)), 0.0, 1.0);
      if (type == 0x01u) {
        lightScale = attenuation;
      } else {
        angle = dot(u_lightdir[i], toLight);
        if (angle >= u_lightangle_spotCoef[i].x) {
          lightScale = attenuation * (u_lightangle_spotCoef[i].y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef[i].y));
        } else {
          lightScale = 0.0;
        }
      }
    } else {
      lightScale = 1.0;
    }
    ldot = dot(toLight, worldnormal);
    if (comp == 0x2u) {
      ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0;
    }
    diffuse = (u_lightdiffuse[i] * diffuseColor) * max(ldot, 0.0);
    if (comp == 0x1u && ldot >= 0.0) {
      if (u_matspecular.a > 0.0) {
        ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
        ldot = pow(max(ldot, 0.0), u_matspecular.a);
      } else {
        ldot = 1.0;
      }
      lightSum1 += u_lightspecular[i] * specularColor * ldot * lightScale;
    }
    lightSum0.rgb += (u_lightambient[i] * ambientColor.rgb + diffuse) * lightScale;
  }
  }  v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);

Status: new. 1 hits from 2026-07-23 15:23:40 to 2026-07-23 15:23:40 UTC. Message #2775622.

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