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May 8th, 2013
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  1. Fragment shader failed to compile with the following errors:
  2. ERROR: 1:81: error(#143) Undeclared identifier: ERROR9
  3. ERROR: error(#273) 1 compilation errors. No code generated
  4.  
  5. #version 140
  6.  
  7. #define texture2DRect texture
  8.  
  9.  
  10. #define ATTRIN in
  11. #define ATTROUT out
  12. #define VARYIN centroid in
  13. #define VARYOUT centroid out
  14. #define float2 vec2
  15. #define float3 vec3
  16. #define float4 vec4
  17.  
  18.  
  19.  
  20.  
  21.  
  22. #define COLOROUT(name) out vec4 name;
  23. //Pixel Shader for TEV stages
  24. //2 TEV stages, 2 texgens, XXX IND stages
  25. float fmod( float x, float y )
  26. {
  27. float z = fract( abs( x / y) ) * abs( y );
  28. return (x < 0) ? -z : z;
  29. }
  30. uniform sampler2D samp0;
  31. uniform sampler2D samp1;
  32. uniform sampler2D samp2;
  33. uniform sampler2D samp3;
  34. uniform sampler2D samp4;
  35. uniform sampler2D samp5;
  36. uniform sampler2D samp6;
  37. uniform sampler2D samp7;
  38.  
  39. layout(std140) uniform PSBlock {
  40. float4 color[4] ;
  41. float4 k[4] ;
  42. float4 alphaRef[1] ;
  43. float4 texdim[8] ;
  44. float4 czbias[2] ;
  45. float4 cindscale[2] ;
  46. float4 cindmtx[6] ;
  47. float4 cfog[3] ;
  48. float4 cPLights[40] ;
  49. float4 cPmtrl[4] ;
  50. };
  51. COLOROUT(ocol0)
  52. float4 rawpos = gl_FragCoord;
  53. VARYIN float4 colors_02;
  54. VARYIN float4 colors_12;
  55. float4 colors_0 = colors_02;
  56. float4 colors_1 = colors_12;
  57. VARYIN float3 uv0_2;
  58. float3 uv0 = uv0_2;
  59. VARYIN float3 uv1_2;
  60. float3 uv1 = uv1_2;
  61. VARYIN float3 uv2_2;
  62. float3 uv2 = uv2_2;
  63. VARYIN float3 uv3_2;
  64. float3 uv3 = uv3_2;
  65. VARYIN float3 uv4_2;
  66. float3 uv4 = uv4_2;
  67. VARYIN float3 uv5_2;
  68. float3 uv5 = uv5_2;
  69. VARYIN float3 uv6_2;
  70. float3 uv6 = uv6_2;
  71. VARYIN float3 uv7_2;
  72. float3 uv7 = uv7_2;
  73. VARYIN float4 clipPos_2;
  74. float4 clipPos = clipPos_2;
  75. void main()
  76. {
  77. float4 c0 = color[1], c1 = color[2], c2 = color[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f);
  78. float3 comp16 = float3(1.0f, 255.0f, 0.0f), comp24 = float3(1.0f, 255.0f, 255.0f*255.0f);
  79. float alphabump=0.0f;
  80. float3 tevcoord=float3(0.0f, 0.0f, 0.0f);
  81. float2 wrappedcoord=float2(0.0f,0.0f), tempcoord=float2(0.0f,0.0f);
  82. float4 cc0=float4(0.0f,0.0f,0.0f,0.0f), cc1=float4(0.0f,0.0f,0.0f,0.0f);
  83. float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);
  84. float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);
  85.  
  86. clipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);
  87. uv0.xy = uv0.xy * texdim[0].zw;
  88. uv1.xy = uv1.xy * texdim[1].zw;
  89. // TEV stage 0
  90. rastemp = colors_0.rgba;
  91. crastemp = fract(rastemp * (255.0f/256.0f)) * (256.0f/255.0f);
  92. tevcoord.xy = uv0.xy;
  93. textemp=texture(samp0,tevcoord.xy * texdim[0].xy).rgba;
  94. // color combine
  95. prev.rgb = clamp((textemp.rgb)*(crastemp.rgb), 0.0, 1.0);
  96. // alpha combine
  97. prev.a = clamp(textemp.a*crastemp.a, 0.0, 1.0);
  98.  
  99. // TEV done
  100. // TEV stage 1
  101. tevcoord.xy = uv1.xy;
  102. textemp=texture(samp1,tevcoord.xy * texdim[1].xy).rgba;
  103. konsttemp = float4(0.25f,0.25f,0.25f, ERROR9);
  104. ckonsttemp = fract(konsttemp * (255.0f/256.0f)) * (256.0f/255.0f);
  105. cprev = prev;
  106. // color combine
  107. prev.rgb = clamp((prev.rgb)+float3(0.0f, 0.0f, 0.0f), 0.0, 1.0);
  108. // alpha combine
  109. prev.a = clamp(textemp.a+cprev.a*(1.0f-ckonsttemp.a), 0.0, 1.0);
  110.  
  111. // TEV done
  112. if(!( (true) && (abs( prev.a - alphaRef[0].g ) >= (0.5f/255.0f)))) {
  113. ocol0 = float4(0.0f, 0.0f, 0.0f, 0.0f);
  114. discard;
  115. return;
  116. }
  117. float zCoord = rawpos.z;
  118. float ze = cfog[1].x / (cfog[1].y - (zCoord / cfog[1].w));
  119. float x_adjust = (2.0f * (clipPos.x / cfog[2].y)) - 1.0f - cfog[2].x;
  120. x_adjust = sqrt(x_adjust * x_adjust + cfog[2].z * cfog[2].z) / cfog[2].z;
  121. ze *= x_adjust;
  122. float fog = clamp(ze - cfog[1].z, 0.0, 1.0);
  123. prev.rgb = mix(prev.rgb, cfog[0].rgb, fog);
  124. ocol0 = prev;
  125. }
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