Message #2776966 - Error in shader compilation: info: %s %s %s

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

Game: God of War: Chains of Olympus (UCUS98653_1.00)

Error in shader compilation: info: ERROR: Invalid #version

00040000:0100013e HWX N T C LM MatUp:1 Light: RangeCull 
#version 110
// Driver:  - GLSL 110
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// %00040000:0100013e HWX N T C LM MatUp:1 Light: RangeCull 
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform vec4 u_xywh;
uniform float u_NaN;
uniform vec2 u_minZmaxZ;
uniform vec2 u_rasterOffset;
uniform vec3 u_vpScale;
uniform vec3 u_vpOffset;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
   float len2 = dot(v, v);
   return len2 == 0.0 ? vec3(0.0, 0.0, 1.0) : (v * inversesqrt(len2));
}
void main() {
  bool zClipped = false;
  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);
  if (outPos.z < -outPos.w) {
    zClipped = true;
  }
  float recip = 1.0 / outPos.w;
  outPos.xyz = (outPos.xyz * u_vpScale.xyz) * recip + u_vpOffset.xyz;
  vec4 ambientColor = color0;
  vec3 diffuseColor = u_matdiffuse.rgb;
  vec3 specularColor = u_matspecular.rgb;
  lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
  mediump float ldot;
  v_color0 = clamp(lightSum0, 0.0, 1.0);
  v_color1 = splat3(0.0);
  v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
  v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
  if (!zClipped && (outPos.x < 0.0 || outPos.y < 0.0 || outPos.x >= 4096.0 || outPos.y >= 4096.0 || outPos.w < -1.0)) {
    outPos = vec4(u_NaN, u_NaN, u_NaN, u_NaN);
  }
  outPos.xy -= u_rasterOffset.xy;
  outPos.xy = (((outPos.xy + u_xywh.xy) * u_xywh.zw) - vec2(1.0, 1.0)) * outPos.w;
  outPos.z *= outPos.w * (1.0 / 65536.0);
  gl_Position = outPos;
  gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;
}

Status: new. 2 hits from 2026-08-01 02:28:39 to 2026-08-01 02:29:08 UTC. Message #2776966.

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