Message #2776751 - Error in shader compilation: info: %s %s %s

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

Game: Prince of Persia - Revelations (ULES00223_1.01)

Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
            Please contact [email protected] with the shader causing
            the problem, along with this error message.
            Mali online shader compiler r10p0-00dev0 [Revision 96995].

01f74440:00000b20 HWX T N Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 Cull 
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f74440:00000b20 HWX T N Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 Cull 
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
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);
  vec3 toLight;
  lowp vec3 diffuse;
  float distance;
  float distSq;
  float invDist;
  lowp float lightScale;
  mediump float ldot;
  toLight = u_lightpos0;
  ldot = dot(toLight, worldnormal);
  diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
  lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
  toLight = u_lightpos1 - worldpos;
  distSq = dot(toLight, toLight);
  invDist = inversesqrt(distSq);
  distance = distSq * invDist;
  toLight *= invDist;
  ldot = dot(toLight, worldnormal);
  lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distSq)), 0.0, 1.0);
  diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
  lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
  toLight = u_lightpos2 - worldpos;
  distSq = dot(toLight, toLight);
  invDist = inversesqrt(distSq);
  distance = distSq * invDist;
  toLight *= invDist;
  ldot = dot(toLight, worldnormal);
  lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distSq)), 0.0, 1.0);
  diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
  lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
  toLight = u_lightpos3 - worldpos;
  distSq = dot(toLight, toLight);
  invDist = inversesqrt(distSq);
  distance = distSq * invDist;
  toLight *= invDist;
  ldot = dot(toLight, worldnormal);
  lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distSq)), 0.0, 1.0);
  diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
  lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
  v_color0 = clamp(lightSum0, 0.0, 1.0);
  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;
  float projZ = (projPos.z - u_depthRange.z) * u_dept

Status: new. 3 hits from 2026-07-30 20:48:37 to 2026-08-05 17:24:26 UTC. Message #2776751.

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