[ 0.000070] Config core/settings.cpp:LogSettings:80: Citra Configuration: [ 0.000073] Config core/settings.cpp:operator():77: Core_UseCpuJit: true [ 0.000075] Config core/settings.cpp:operator():77: Core_CPUClockPercentage: 100 [ 0.000076] Config core/settings.cpp:operator():77: Renderer_UseGLES: false [ 0.000076] Config core/settings.cpp:operator():77: Renderer_UseHwRenderer: true [ 0.000077] Config core/settings.cpp:operator():77: Renderer_UseHwShader: true [ 0.000077] Config core/settings.cpp:operator():77: Renderer_SeparableShader: false [ 0.000078] Config core/settings.cpp:operator():77: Renderer_ShadersAccurateMul: true [ 0.000078] Config core/settings.cpp:operator():77: Renderer_UseShaderJit: true [ 0.000079] Config core/settings.cpp:operator():77: Renderer_UseResolutionFactor: 3 [ 0.000080] Config core/settings.cpp:operator():77: Renderer_FrameLimit: 180 [ 0.000080] Config core/settings.cpp:operator():77: Renderer_UseFrameLimitAlternate: false [ 0.000081] Config core/settings.cpp:operator():77: Renderer_FrameLimitAlternate: 200 [ 0.000081] Config core/settings.cpp:operator():77: Renderer_VSyncNew: true [ 0.000082] Config core/settings.cpp:operator():77: Renderer_PostProcessingShader: none (builtin) [ 0.000083] Config core/settings.cpp:operator():77: Renderer_FilterMode: true [ 0.000083] Config core/settings.cpp:operator():77: Renderer_TextureFilterName: none [ 0.000083] Config core/settings.cpp:operator():77: Stereoscopy_Render3d: 0 [ 0.000084] Config core/settings.cpp:operator():77: Stereoscopy_Factor3d: 0 [ 0.000084] Config core/settings.cpp:operator():77: Layout_LayoutOption: 2 [ 0.000085] Config core/settings.cpp:operator():77: Layout_SwapScreen: false [ 0.000085] Config core/settings.cpp:operator():77: Layout_UprightScreen: false [ 0.000086] Config core/settings.cpp:operator():77: Utility_DumpTextures: false [ 0.000086] Config core/settings.cpp:operator():77: Utility_CustomTextures: false [ 0.000087] Config core/settings.cpp:operator():77: Utility_UseDiskShaderCache: true [ 0.000087] Config core/settings.cpp:operator():77: Audio_EnableDspLle: false [ 0.000088] Config core/settings.cpp:operator():77: Audio_EnableDspLleMultithread: false [ 0.000088] Config core/settings.cpp:operator():77: Audio_OutputEngine: auto [ 0.000089] Config core/settings.cpp:operator():77: Audio_EnableAudioStretching: true [ 0.000089] Config core/settings.cpp:operator():77: Audio_OutputDevice: auto [ 0.000089] Config core/settings.cpp:operator():77: Audio_InputDeviceType: 0 [ 0.000090] Config core/settings.cpp:operator():77: Audio_InputDevice: Default [ 0.000090] Config core/settings.cpp:operator():77: Camera_OuterRightName: blank [ 0.000091] Config core/settings.cpp:operator():77: Camera_OuterRightConfig: [ 0.000091] Config core/settings.cpp:operator():77: Camera_OuterRightFlip: 0 [ 0.000092] Config core/settings.cpp:operator():77: Camera_InnerName: blank [ 0.000092] Config core/settings.cpp:operator():77: Camera_InnerConfig: [ 0.000092] Config core/settings.cpp:operator():77: Camera_InnerFlip: 0 [ 0.000093] Config core/settings.cpp:operator():77: Camera_OuterLeftName: blank [ 0.000093] Config core/settings.cpp:operator():77: Camera_OuterLeftConfig: [ 0.000093] Config core/settings.cpp:operator():77: Camera_OuterLeftFlip: 0 [ 0.000094] Config core/settings.cpp:operator():77: DataStorage_UseVirtualSd: true [ 0.000096] Config core/settings.cpp:operator():77: DataStorage_SdmcDir: C:/Users/drago/AppData/Roaming/Citra/sdmc/ [ 0.000097] Config core/settings.cpp:operator():77: DataStorage_NandDir: C:/Users/drago/AppData/Roaming/Citra/nand/ [ 0.000098] Config core/settings.cpp:operator():77: System_IsNew3ds: true [ 0.000098] Config core/settings.cpp:operator():77: System_RegionValue: -1 [ 0.000099] Config core/settings.cpp:operator():77: Debugging_UseGdbstub: false [ 0.000099] Config core/settings.cpp:operator():77: Debugging_GdbstubPort: 24689 [ 0.595561] Input input_common/udp/client.cpp:StartCommunication:207: Starting communication with UDP input server on 127.0.0.1:26760 [ 0.701970] Frontend citra_qt/main.cpp:GMainWindow:196: Citra Version: Nightly 1770 | HEAD-88a4759 [ 0.701980] Frontend citra_qt/main.cpp:GMainWindow:212: Host CPU: AMD Ryzen 5 4500U with Radeon Graphics | AVX2 | FMA [ 0.702020] Frontend citra_qt/main.cpp:GMainWindow:214: Host OS: Windows 10 (10.0) [ 0.730245] Frontend citra_qt/main.cpp:CheckForUpdates:840: Unable to start check for updates [ 14.086904] Frontend citra_qt/main.cpp:BootGame:1030: Citra starting... [ 14.199901] Audio.DSP audio_core/hle/wmf_decoder.cpp:Impl:67: Media Foundation activated [ 14.201289] Audio.DSP audio_core/hle/wmf_decoder_utils.cpp:MFDecoderInit:50: Windows(R) Media Foundation found 1 suitable decoder(s) [ 14.767947] Audio.Sink audio_core/cubeb_sink.cpp:StateCallback:137: Cubeb Audio Stream Started [ 14.767958] RPC_Server core/rpc/rpc_server.cpp:RPCServer:12: Starting RPC server ... [ 14.768132] RPC_Server core/rpc/rpc_server.cpp:RPCServer:16: RPC started. [ 14.768137] RPC_Server core/rpc/rpc_server.cpp:HandleRequestsLoop:113: Request handler started. [ 14.790995] Service.HTTP core/hle/service/http_c.cpp:DecryptClCertA:806: ClCertA file missing [ 14.829146] Render.OpenGL video_core/renderer_opengl/renderer_opengl.cpp:Init:1261: GL_VERSION: 3.3.0 Core Profile Context 22.7.1.220725 [ 14.829151] Render.OpenGL video_core/renderer_opengl/renderer_opengl.cpp:Init:1262: GL_VENDOR: ATI Technologies Inc. [ 14.829153] Render.OpenGL video_core/renderer_opengl/renderer_opengl.cpp:Init:1263: GL_RENDERER: AMD Radeon(TM) Graphics [ 14.901413] Render.OpenGL video_core/renderer_opengl/gl_format_reinterpreter.cpp:ShaderD24S8toRGBA8:291: Texture views are unsupported, reinterpretation will do intermediate copy [ 14.901424] Render.OpenGL video_core/renderer_opengl/gl_format_reinterpreter.cpp:FormatReinterpreterOpenGL:378: Using shader for D24S8 to RGBA8 reinterpretation [ 14.905207] Render.OpenGL video_core/renderer_opengl/gl_rasterizer.cpp:RasterizerOpenGL:61: Shadow might not be able to render because of unsupported OpenGL extensions. [ 14.909373] Loader core/loader/ncch.cpp:Load:192: Program ID: 0004000000126300 [ 14.990619] Loader core/hle/kernel/process.cpp:ParseKernelCaps:141: ExHeader kernel version: 2.44 [ 14.995650] Service.CFG core/hle/service/cfg/cfg.cpp:SetPreferredRegionCodes:656: Preferred region code set to 1 [ 15.005254] Core.Cheats core/cheats/gateway_cheat.cpp:SetEnabled:432: Cheats enabled. This might lead to weird behaviour or crashes [ 15.005263] Core.Cheats core/cheats/gateway_cheat.cpp:SetEnabled:432: Cheats enabled. This might lead to weird behaviour or crashes [ 15.005268] Core.Cheats core/cheats/gateway_cheat.cpp:SetEnabled:432: Cheats enabled. This might lead to weird behaviour or crashes [ 15.005296] Core.Cheats core/cheats/gateway_cheat.cpp:SetEnabled:432: Cheats enabled. This might lead to weird behaviour or crashes [ 15.083980] Render.OpenGL video_core/renderer_opengl/gl_shader_disk_cache.cpp:LoadTransferable:169: Found a transferable disk cache with 1439 entries [ 15.156681] Render.OpenGL video_core/renderer_opengl/gl_shader_disk_cache.cpp:LoadPrecompiledFile:272: Found a precompiled disk cache with 1439 decompiled entries and 1439 binary entries [ 15.220835] Render.OpenGL video_core/renderer_opengl/gl_shader_manager.cpp:GeneratePrecompiledProgram:35: Precompiled cache entry with unsupported format - removing [ 15.265652] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadShader:63: Error compiling fragment shader: WARNING: 0:29: 'defined' : nonportable when expanded from macros for preprocessor expression WARNING: 0:29: 'defined' : nonportable when expanded from macros for preprocessor expression WARNING: 0:133: 'defined' : nonportable when expanded from macros for preprocessor expression WARNING: 0:133: 'defined' : nonportable when expanded from macros for preprocessor expression ERROR: 0:149: 'imageSize' : no matching overloaded function found ERROR: 0:149: '' : missing #endif ERROR: 0:149: '' : compilation terminated ERROR: 3 compilation errors. No code generated. [ 15.265678] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadShader:65: Shader source code: #version 330 #extension GL_ARB_shader_image_load_store : enable #extension GL_ARB_shader_image_size : enable #define ALLOW_SHADOW (defined(GL_ARB_shader_image_load_store) && defined(GL_ARB_shader_image_size)) #extension GL_ARB_separate_shader_objects : enable layout (location=1) in vec4 primary_color; layout (location=2) in vec2 texcoord0; layout (location=3) in vec2 texcoord1; layout (location=4) in vec2 texcoord2; layout (location=5) in float texcoord0_w; layout (location=6) in vec4 normquat; layout (location=7) in vec3 view; #ifndef CITRA_GLES in vec4 gl_FragCoord; #endif // CITRA_GLES out vec4 color; uniform sampler2D tex0; uniform sampler2D tex1; uniform sampler2D tex2; uniform samplerCube tex_cube; uniform samplerBuffer texture_buffer_lut_lf; uniform samplerBuffer texture_buffer_lut_rg; uniform samplerBuffer texture_buffer_lut_rgba; #if ALLOW_SHADOW layout(r32ui) uniform readonly uimage2D shadow_texture_px; layout(r32ui) uniform readonly uimage2D shadow_texture_nx; layout(r32ui) uniform readonly uimage2D shadow_texture_py; layout(r32ui) uniform readonly uimage2D shadow_texture_ny; layout(r32ui) uniform readonly uimage2D shadow_texture_pz; layout(r32ui) uniform readonly uimage2D shadow_texture_nz; layout(r32ui) uniform uimage2D shadow_buffer; #endif #define NUM_TEV_STAGES 6 #define NUM_LIGHTS 8 #define NUM_LIGHTING_SAMPLERS 24 struct LightSrc { vec3 specular_0; vec3 specular_1; vec3 diffuse; vec3 ambient; vec3 position; vec3 spot_direction; float dist_atten_bias; float dist_atten_scale; }; layout (std140) uniform shader_data { int framebuffer_scale; int alphatest_ref; float depth_scale; float depth_offset; float shadow_bias_constant; float shadow_bias_linear; int scissor_x1; int scissor_y1; int scissor_x2; int scissor_y2; int fog_lut_offset; int proctex_noise_lut_offset; int proctex_color_map_offset; int proctex_alpha_map_offset; int proctex_lut_offset; int proctex_diff_lut_offset; float proctex_bias; int shadow_texture_bias; ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4]; vec3 fog_color; vec2 proctex_noise_f; vec2 proctex_noise_a; vec2 proctex_noise_p; vec3 lighting_global_ambient; LightSrc light_src[NUM_LIGHTS]; vec4 const_color[NUM_TEV_STAGES]; vec4 tev_combiner_buffer_color; vec4 clip_coef; }; // Rotate the vector v by the quaternion q vec3 quaternion_rotate(vec4 q, vec3 v) { return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v); } float LookupLightingLUT(int lut_index, int index, float delta) { vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg; return entry.r + entry.g * delta; } float LookupLightingLUTUnsigned(int lut_index, float pos) { int index = clamp(int(pos * 256.0), 0, 255); float delta = pos * 256.0 - float(index); return LookupLightingLUT(lut_index, index, delta); } float LookupLightingLUTSigned(int lut_index, float pos) { int index = clamp(int(pos * 128.0), -128, 127); float delta = pos * 128.0 - float(index); if (index < 0) index += 256; return LookupLightingLUT(lut_index, index, delta); } float byteround(float x) { return round(x * 255.0) * (1.0 / 255.0); } vec2 byteround(vec2 x) { return round(x * 255.0) * (1.0 / 255.0); } vec3 byteround(vec3 x) { return round(x * 255.0) * (1.0 / 255.0); } vec4 byteround(vec4 x) { return round(x * 255.0) * (1.0 / 255.0); } // PICA's LOD formula for 2D textures. // This LOD formula is the same as the LOD lower limit defined in OpenGL. // f(x, y) >= max{m_u, m_v, m_w} // (See OpenGL 4.6 spec, 8.14.1 - Scale Factor and Level-of-Detail) float getLod(vec2 coord) { vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord))); return log2(max(d.x, d.y)); } #if ALLOW_SHADOW uvec2 DecodeShadow(uint pixel) { return uvec2(pixel >> 8, pixel & 0xFFu); } uint EncodeShadow(uvec2 pixel) { return (pixel.x << 8) | pixel.y; } float CompareShadow(uint pixel, uint z) { uvec2 p = DecodeShadow(pixel); return mix(float(p.y) * (1.0 / 255.0), 0.0, p.x <= z); } float SampleShadow2D(ivec2 uv, uint z) { if (any(bvec4( lessThan(uv, ivec2(0)), greaterThanEqual(uv, imageSize(shadow_texture_px)) ))) return 1.0; return CompareShadow(imageLoad(shadow_texture_px, uv).x, z); } float mix2(vec4 s, vec2 a) { vec2 t = mix(s.xy, s.zw, a.yy); return mix(t.x, t.y, a.x); } vec4 shadowTexture(vec2 uv, float w) { uv /= w;uint z = uint(max(0, int(min(abs(w), 1.0) * float(0xFFFFFF)) - shadow_texture_bias)); vec2 coord = vec2(imageSize(shadow_texture_px)) * uv - vec2(0.5); vec2 coord_floor = floor(coord); vec2 f = coord - coord_floor; ivec2 i = ivec2(coord_floor); vec4 s = vec4( SampleShadow2D(i , z), SampleShadow2D(i + ivec2(1, 0), z), SampleShadow2D(i + ivec2(0, 1), z), SampleShadow2D(i + ivec2(1, 1), z)); return vec4(mix2(s, f)); } vec4 shadowTextureCube(vec2 uv, float w) { ivec2 size = imageSize(shadow_texture_px); vec3 c = vec3(uv, w); vec3 a = abs(c); if (a.x > a.y && a.x > a.z) { w = a.x; uv = -c.zy; if (c.x < 0.0) uv.x = -uv.x; } else if (a.y > a.z) { w = a.y; uv = c.xz; if (c.y < 0.0) uv.y = -uv.y; } else { w = a.z; uv = -c.xy; if (c.z > 0.0) uv.x = -uv.x; } uint z = uint(max(0, int(min(w, 1.0) * float(0xFFFFFF)) - shadow_texture_bias)); vec2 coord = vec2(size) * (uv / w * vec2(0.5) + vec2(0.5)) - vec2(0.5); vec2 coord_floor = floor(coord); vec2 f = coord - coord_floor; ivec2 i00 = ivec2(coord_floor); ivec2 i10 = i00 + ivec2(1, 0); ivec2 i01 = i00 + ivec2(0, 1); ivec2 i11 = i00 + ivec2(1, 1); ivec2 cmin = ivec2(0), cmax = size - ivec2(1, 1); i00 = clamp(i00, cmin, cmax); i10 = clamp(i10, cmin, cmax); i01 = clamp(i01, cmin, cmax); i11 = clamp(i11, cmin, cmax); uvec4 pixels; // This part should have been refactored into functions, // but many drivers don't like passing uimage2D as parameters if (a.x > a.y && a.x > a.z) { if (c.x > 0.0) pixels = uvec4( imageLoad(shadow_texture_px, i00).r, imageLoad(shadow_texture_px, i10).r, imageLoad(shadow_texture_px, i01).r, imageLoad(shadow_texture_px, i11).r); else pixels = uvec4( imageLoad(shadow_texture_nx, i00).r, imageLoad(shadow_texture_nx, i10).r, imageLoad(shadow_texture_nx, i01).r, imageLoad(shadow_texture_nx, i11).r); } else if (a.y > a.z) { if (c.y > 0.0) pixels = uvec4( imageLoad(shadow_texture_py, i00).r, imageLoad(shadow_texture_py, i10).r, imageLoad(shadow_texture_py, i01).r, imageLoad(shadow_texture_py, i11).r); else pixels = uvec4( imageLoad(shadow_texture_ny, i00).r, imageLoad(shadow_texture_ny, i10).r, imageLoad(shadow_texture_ny, i01).r, imageLoad(shadow_texture_ny, i11).r); } else { if (c.z > 0.0) pixels = uvec4( imageLoad(shadow_texture_pz, i00).r, imageLoad(shadow_texture_pz, i10).r, imageLoad(shadow_texture_pz, i01).r, imageLoad(shadow_texture_pz, i11).r); else pixels = uvec4( imageLoad(shadow_texture_nz, i00).r, imageLoad(shadow_texture_nz, i10).r, imageLoad(shadow_texture_nz, i01).r, imageLoad(shadow_texture_nz, i11).r); } vec4 s = vec4( CompareShadow(pixels.x, z), CompareShadow(pixels.y, z), CompareShadow(pixels.z, z), CompareShadow(pixels.w, z)); return vec4(mix2(s, f)); } #else vec4 shadowTexture(vec2 uv, float w) { return vec4(1.0); } vec4 shadowTextureCube(vec2 uv, float w) { return vec4(1.0); } #endif void main() { vec4 rounded_primary_color = byteround(primary_color); vec4 primary_fragment_color = vec4(0.0); vec4 secondary_fragment_color = vec4(0.0); if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard; float z_over_w = 2.0 * gl_FragCoord.z - 1.0; float depth = z_over_w * depth_scale + depth_offset; vec4 combiner_buffer = vec4(0.0); vec4 next_combiner_buffer = tev_combiner_buffer_color; vec4 last_tex_env_out = vec4(0.0); vec3 color_results_0_1 = rounded_primary_color.rgb; vec3 color_results_0_2 = const_color[0].rgb; vec3 color_results_0_3 = const_color[0].rgb; vec3 color_results_0[3] = vec3[3](color_results_0_1, color_results_0_2, color_results_0_3); vec3 color_output_0 = byteround(clamp(color_results_0[0], vec3(0.0), vec3(1.0))); float alpha_results_0[3] = float[3](rounded_primary_color.a, const_color[0].a, const_color[0].a); float alpha_output_0 = byteround(clamp(alpha_results_0[0], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_0 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_0 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; combiner_buffer = next_combiner_buffer; combiner_buffer = next_combiner_buffer; combiner_buffer = next_combiner_buffer; combiner_buffer = next_combiner_buffer; combiner_buffer = next_combiner_buffer; gl_FragDepth = depth; color = byteround(last_tex_env_out); } [ 15.265707] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadProgram:102: Error linking shader: Program Link Failed for unknown reason. [ 15.265709] Debug video_core/renderer_opengl/gl_shader_util.cpp:operator():106: Assertion Failed! Shader not linked [ 15.277016] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadShader:63: Error compiling fragment shader: WARNING: 0:29: 'defined' : nonportable when expanded from macros for preprocessor expression WARNING: 0:29: 'defined' : nonportable when expanded from macros for preprocessor expression WARNING: 0:133: 'defined' : nonportable when expanded from macros for preprocessor expression WARNING: 0:133: 'defined' : nonportable when expanded from macros for preprocessor expression ERROR: 0:149: 'imageSize' : no matching overloaded function found ERROR: 0:149: '' : missing #endif ERROR: 0:149: '' : compilation terminated ERROR: 3 compilation errors. No code generated. [ 15.277031] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadShader:65: Shader source code: #version 330 #extension GL_ARB_shader_image_load_store : enable #extension GL_ARB_shader_image_size : enable #define ALLOW_SHADOW (defined(GL_ARB_shader_image_load_store) && defined(GL_ARB_shader_image_size)) #extension GL_ARB_separate_shader_objects : enable layout (location=1) in vec4 primary_color; layout (location=2) in vec2 texcoord0; layout (location=3) in vec2 texcoord1; layout (location=4) in vec2 texcoord2; layout (location=5) in float texcoord0_w; layout (location=6) in vec4 normquat; layout (location=7) in vec3 view; #ifndef CITRA_GLES in vec4 gl_FragCoord; #endif // CITRA_GLES out vec4 color; uniform sampler2D tex0; uniform sampler2D tex1; uniform sampler2D tex2; uniform samplerCube tex_cube; uniform samplerBuffer texture_buffer_lut_lf; uniform samplerBuffer texture_buffer_lut_rg; uniform samplerBuffer texture_buffer_lut_rgba; #if ALLOW_SHADOW layout(r32ui) uniform readonly uimage2D shadow_texture_px; layout(r32ui) uniform readonly uimage2D shadow_texture_nx; layout(r32ui) uniform readonly uimage2D shadow_texture_py; layout(r32ui) uniform readonly uimage2D shadow_texture_ny; layout(r32ui) uniform readonly uimage2D shadow_texture_pz; layout(r32ui) uniform readonly uimage2D shadow_texture_nz; layout(r32ui) uniform uimage2D shadow_buffer; #endif #define NUM_TEV_STAGES 6 #define NUM_LIGHTS 8 #define NUM_LIGHTING_SAMPLERS 24 struct LightSrc { vec3 specular_0; vec3 specular_1; vec3 diffuse; vec3 ambient; vec3 position; vec3 spot_direction; float dist_atten_bias; float dist_atten_scale; }; layout (std140) uniform shader_data { int framebuffer_scale; int alphatest_ref; float depth_scale; float depth_offset; float shadow_bias_constant; float shadow_bias_linear; int scissor_x1; int scissor_y1; int scissor_x2; int scissor_y2; int fog_lut_offset; int proctex_noise_lut_offset; int proctex_color_map_offset; int proctex_alpha_map_offset; int proctex_lut_offset; int proctex_diff_lut_offset; float proctex_bias; int shadow_texture_bias; ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4]; vec3 fog_color; vec2 proctex_noise_f; vec2 proctex_noise_a; vec2 proctex_noise_p; vec3 lighting_global_ambient; LightSrc light_src[NUM_LIGHTS]; vec4 const_color[NUM_TEV_STAGES]; vec4 tev_combiner_buffer_color; vec4 clip_coef; }; // Rotate the vector v by the quaternion q vec3 quaternion_rotate(vec4 q, vec3 v) { return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v); } float LookupLightingLUT(int lut_index, int index, float delta) { vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg; return entry.r + entry.g * delta; } float LookupLightingLUTUnsigned(int lut_index, float pos) { int index = clamp(int(pos * 256.0), 0, 255); float delta = pos * 256.0 - float(index); return LookupLightingLUT(lut_index, index, delta); } float LookupLightingLUTSigned(int lut_index, float pos) { int index = clamp(int(pos * 128.0), -128, 127); float delta = pos * 128.0 - float(index); if (index < 0) index += 256; return LookupLightingLUT(lut_index, index, delta); } float byteround(float x) { return round(x * 255.0) * (1.0 / 255.0); } vec2 byteround(vec2 x) { return round(x * 255.0) * (1.0 / 255.0); } vec3 byteround(vec3 x) { return round(x * 255.0) * (1.0 / 255.0); } vec4 byteround(vec4 x) { return round(x * 255.0) * (1.0 / 255.0); } // PICA's LOD formula for 2D textures. // This LOD formula is the same as the LOD lower limit defined in OpenGL. // f(x, y) >= max{m_u, m_v, m_w} // (See OpenGL 4.6 spec, 8.14.1 - Scale Factor and Level-of-Detail) float getLod(vec2 coord) { vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord))); return log2(max(d.x, d.y)); } #if ALLOW_SHADOW uvec2 DecodeShadow(uint pixel) { return uvec2(pixel >> 8, pixel & 0xFFu); } uint EncodeShadow(uvec2 pixel) { return (pixel.x << 8) | pixel.y; } float CompareShadow(uint pixel, uint z) { uvec2 p = DecodeShadow(pixel); return mix(float(p.y) * (1.0 / 255.0), 0.0, p.x <= z); } float SampleShadow2D(ivec2 uv, uint z) { if (any(bvec4( lessThan(uv, ivec2(0)), greaterThanEqual(uv, imageSize(shadow_texture_px)) ))) return 1.0; return CompareShadow(imageLoad(shadow_texture_px, uv).x, z); } float mix2(vec4 s, vec2 a) { vec2 t = mix(s.xy, s.zw, a.yy); return mix(t.x, t.y, a.x); } vec4 shadowTexture(vec2 uv, float w) { uint z = uint(max(0, int(min(abs(w), 1.0) * float(0xFFFFFF)) - shadow_texture_bias)); vec2 coord = vec2(imageSize(shadow_texture_px)) * uv - vec2(0.5); vec2 coord_floor = floor(coord); vec2 f = coord - coord_floor; ivec2 i = ivec2(coord_floor); vec4 s = vec4( SampleShadow2D(i , z), SampleShadow2D(i + ivec2(1, 0), z), SampleShadow2D(i + ivec2(0, 1), z), SampleShadow2D(i + ivec2(1, 1), z)); return vec4(mix2(s, f)); } vec4 shadowTextureCube(vec2 uv, float w) { ivec2 size = imageSize(shadow_texture_px); vec3 c = vec3(uv, w); vec3 a = abs(c); if (a.x > a.y && a.x > a.z) { w = a.x; uv = -c.zy; if (c.x < 0.0) uv.x = -uv.x; } else if (a.y > a.z) { w = a.y; uv = c.xz; if (c.y < 0.0) uv.y = -uv.y; } else { w = a.z; uv = -c.xy; if (c.z > 0.0) uv.x = -uv.x; } uint z = uint(max(0, int(min(w, 1.0) * float(0xFFFFFF)) - shadow_texture_bias)); vec2 coord = vec2(size) * (uv / w * vec2(0.5) + vec2(0.5)) - vec2(0.5); vec2 coord_floor = floor(coord); vec2 f = coord - coord_floor; ivec2 i00 = ivec2(coord_floor); ivec2 i10 = i00 + ivec2(1, 0); ivec2 i01 = i00 + ivec2(0, 1); ivec2 i11 = i00 + ivec2(1, 1); ivec2 cmin = ivec2(0), cmax = size - ivec2(1, 1); i00 = clamp(i00, cmin, cmax); i10 = clamp(i10, cmin, cmax); i01 = clamp(i01, cmin, cmax); i11 = clamp(i11, cmin, cmax); uvec4 pixels; // This part should have been refactored into functions, // but many drivers don't like passing uimage2D as parameters if (a.x > a.y && a.x > a.z) { if (c.x > 0.0) pixels = uvec4( imageLoad(shadow_texture_px, i00).r, imageLoad(shadow_texture_px, i10).r, imageLoad(shadow_texture_px, i01).r, imageLoad(shadow_texture_px, i11).r); else pixels = uvec4( imageLoad(shadow_texture_nx, i00).r, imageLoad(shadow_texture_nx, i10).r, imageLoad(shadow_texture_nx, i01).r, imageLoad(shadow_texture_nx, i11).r); } else if (a.y > a.z) { if (c.y > 0.0) pixels = uvec4( imageLoad(shadow_texture_py, i00).r, imageLoad(shadow_texture_py, i10).r, imageLoad(shadow_texture_py, i01).r, imageLoad(shadow_texture_py, i11).r); else pixels = uvec4( imageLoad(shadow_texture_ny, i00).r, imageLoad(shadow_texture_ny, i10).r, imageLoad(shadow_texture_ny, i01).r, imageLoad(shadow_texture_ny, i11).r); } else { if (c.z > 0.0) pixels = uvec4( imageLoad(shadow_texture_pz, i00).r, imageLoad(shadow_texture_pz, i10).r, imageLoad(shadow_texture_pz, i01).r, imageLoad(shadow_texture_pz, i11).r); else pixels = uvec4( imageLoad(shadow_texture_nz, i00).r, imageLoad(shadow_texture_nz, i10).r, imageLoad(shadow_texture_nz, i01).r, imageLoad(shadow_texture_nz, i11).r); } vec4 s = vec4( CompareShadow(pixels.x, z), CompareShadow(pixels.y, z), CompareShadow(pixels.z, z), CompareShadow(pixels.w, z)); return vec4(mix2(s, f)); } #else vec4 shadowTexture(vec2 uv, float w) { return vec4(1.0); } vec4 shadowTextureCube(vec2 uv, float w) { return vec4(1.0); } #endif void main() { vec4 rounded_primary_color = byteround(primary_color); vec4 primary_fragment_color = vec4(0.0); vec4 secondary_fragment_color = vec4(0.0); if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard; float z_over_w = 2.0 * gl_FragCoord.z - 1.0; float depth = z_over_w * depth_scale + depth_offset; vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0); vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0); vec3 light_vector = vec3(0.0); vec3 refl_value = vec3(0.0); vec3 spot_dir = vec3(0.0); vec3 half_vector = vec3(0.0); float dot_product = 0.0; float clamp_highlights = 1.0; float geo_factor = 1.0; vec3 surface_normal = vec3(0.0, 0.0, 1.0); vec3 surface_tangent = vec3(1.0, 0.0, 0.0); vec4 normalized_normquat = normalize(normquat); vec3 normal = quaternion_rotate(normalized_normquat, surface_normal); vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent); vec4 shadow = shadowTexture(texcoord0, texcoord0_w); light_vector = normalize(light_src[0].position); spot_dir = light_src[0].spot_direction; half_vector = normalize(view) + light_vector; dot_product = max(dot(light_vector, normal), 0.0); clamp_highlights = sign(dot_product); refl_value.r = (1.0 * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0))); refl_value.g = refl_value.r; refl_value.b = refl_value.r; diffuse_sum.a = (1.0 * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0))); specular_sum.a = (1.0 * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0))); diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0 * 1.0; specular_sum.rgb += ((1.0 * light_src[0].specular_0) + (1.0 * refl_value * light_src[0].specular_1)) * clamp_highlights * 1.0 * 1.0; diffuse_sum.a *= shadow.a; specular_sum.a *= shadow.a; diffuse_sum.rgb += lighting_global_ambient; primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0)); secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0)); vec4 combiner_buffer = vec4(0.0); vec4 next_combiner_buffer = tev_combiner_buffer_color; vec4 last_tex_env_out = vec4(0.0); vec3 color_results_0_1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0)))).rgb; vec3 color_results_0_2 = const_color[0].rgb; vec3 color_results_0_3 = vec3(1.0) - const_color[0].aaa; vec3 color_results_0[3] = vec3[3](color_results_0_1, color_results_0_2, color_results_0_3); vec3 color_output_0 = byteround(clamp(color_results_0[0] * color_results_0[1], vec3(0.0), vec3(1.0))); float alpha_results_0[3] = float[3](const_color[0].a, const_color[0].a, const_color[0].a); float alpha_output_0 = byteround(clamp(alpha_results_0[0], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_0 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_0 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; next_combiner_buffer.rgb = last_tex_env_out.rgb; next_combiner_buffer.a = last_tex_env_out.a; vec3 color_results_1_1 = const_color[1].aaa; vec3 color_results_1_2 = const_color[1].rgb; vec3 color_results_1_3 = rounded_primary_color.rgb; vec3 color_results_1[3] = vec3[3](color_results_1_1, color_results_1_2, color_results_1_3); vec3 color_output_1 = byteround(clamp(min(color_results_1[0] + color_results_1[1], vec3(1.0)) * color_results_1[2], vec3(0.0), vec3(1.0))); float alpha_results_1[3] = float[3](last_tex_env_out.a, secondary_fragment_color.a, last_tex_env_out.a); float alpha_output_1 = byteround(clamp(alpha_results_1[0], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_1 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_1 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; next_combiner_buffer.rgb = last_tex_env_out.rgb; next_combiner_buffer.a = last_tex_env_out.a; vec3 color_results_2_1 = last_tex_env_out.rgb; vec3 color_results_2_2 = primary_fragment_color.rgb; vec3 color_results_2_3 = combiner_buffer.rgb; vec3 color_results_2[3] = vec3[3](color_results_2_1, color_results_2_2, color_results_2_3); vec3 color_output_2 = byteround(clamp(min(color_results_2[0] + color_results_2[1], vec3(1.0)) * color_results_2[2], vec3(0.0), vec3(1.0))); float alpha_results_2[3] = float[3](last_tex_env_out.a, const_color[2].a, const_color[2].a); float alpha_output_2 = byteround(clamp(alpha_results_2[0] * alpha_results_2[1], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_2 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_2 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; next_combiner_buffer.rgb = last_tex_env_out.rgb; next_combiner_buffer.a = last_tex_env_out.a; vec3 color_results_3_1 = last_tex_env_out.aaa; vec3 color_results_3_2 = const_color[3].rgb; vec3 color_results_3_3 = last_tex_env_out.rgb; vec3 color_results_3[3] = vec3[3](color_results_3_1, color_results_3_2, color_results_3_3); vec3 color_output_3 = byteround(clamp(color_results_3[0] * color_results_3[1], vec3(0.0), vec3(1.0))); float alpha_results_3[3] = float[3](textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0)))).a, rounded_primary_color.a, last_tex_env_out.a); float alpha_output_3 = byteround(clamp(alpha_results_3[0], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_3 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_3 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; next_combiner_buffer.a = last_tex_env_out.a; vec3 color_results_4_1 = last_tex_env_out.rgb; vec3 color_results_4_2 = secondary_fragment_color.rgb; vec3 color_results_4_3 = combiner_buffer.aaa; vec3 color_results_4[3] = vec3[3](color_results_4_1, color_results_4_2, color_results_4_3); vec3 color_output_4 = byteround(clamp(color_results_4[0] * color_results_4[1], vec3(0.0), vec3(1.0))); float alpha_results_4[3] = float[3](const_color[4].a, rounded_primary_color.a, last_tex_env_out.a); float alpha_output_4 = byteround(clamp(alpha_results_4[0], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_4 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_4 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; vec3 color_results_5_1 = last_tex_env_out.rgb; vec3 color_results_5_2 = combiner_buffer.rgb; vec3 color_results_5_3 = last_tex_env_out.aaa; vec3 color_results_5[3] = vec3[3](color_results_5_1, color_results_5_2, color_results_5_3); vec3 color_output_5 = byteround(clamp(min(color_results_5[0] + color_results_5[1], vec3(1.0)) * color_results_5[2], vec3(0.0), vec3(1.0))); float alpha_results_5[3] = float[3](combiner_buffer.a, const_color[5].a, const_color[5].a); float alpha_output_5 = byteround(clamp(alpha_results_5[0] * alpha_results_5[1], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_5 * 2.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_5 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; float fog_index = depth * 128.0; float fog_i = clamp(floor(fog_index), 0.0, 127.0); float fog_f = fog_index - fog_i; vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, int(fog_i) + fog_lut_offset).rg; float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f; fog_factor = clamp(fog_factor, 0.0, 1.0); last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor); gl_FragDepth = depth; color = byteround(last_tex_env_out); } [ 15.277197] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadProgram:102: Error linking shader: Program Link Failed for unknown reason. [ 15.277200] Debug video_core/renderer_opengl/gl_shader_util.cpp:operator():106: Assertion Failed! Shader not linked [ 15.301751] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadShader:63: Error compiling fragment shader: WARNING: 0:29: 'defined' : nonportable when expanded from macros for preprocessor expression WARNING: 0:29: 'defined' : nonportable when expanded from macros for preprocessor expression WARNING: 0:133: 'defined' : nonportable when expanded from macros for preprocessor expression WARNING: 0:133: 'defined' : nonportable when expanded from macros for preprocessor expression ERROR: 0:149: 'imageSize' : no matching overloaded function found ERROR: 0:149: '' : missing #endif ERROR: 0:149: '' : compilation terminated ERROR: 3 compilation errors. No code generated. [ 15.301763] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadShader:65: Shader source code: #version 330 #extension GL_ARB_shader_image_load_store : enable #extension GL_ARB_shader_image_size : enable #define ALLOW_SHADOW (defined(GL_ARB_shader_image_load_store) && defined(GL_ARB_shader_image_size)) #extension GL_ARB_separate_shader_objects : enable layout (location=1) in vec4 primary_color; layout (location=2) in vec2 texcoord0; layout (location=3) in vec2 texcoord1; layout (location=4) in vec2 texcoord2; layout (location=5) in float texcoord0_w; layout (location=6) in vec4 normquat; layout (location=7) in vec3 view; #ifndef CITRA_GLES in vec4 gl_FragCoord; #endif // CITRA_GLES out vec4 color; uniform sampler2D tex0; uniform sampler2D tex1; uniform sampler2D tex2; uniform samplerCube tex_cube; uniform samplerBuffer texture_buffer_lut_lf; uniform samplerBuffer texture_buffer_lut_rg; uniform samplerBuffer texture_buffer_lut_rgba; #if ALLOW_SHADOW layout(r32ui) uniform readonly uimage2D shadow_texture_px; layout(r32ui) uniform readonly uimage2D shadow_texture_nx; layout(r32ui) uniform readonly uimage2D shadow_texture_py; layout(r32ui) uniform readonly uimage2D shadow_texture_ny; layout(r32ui) uniform readonly uimage2D shadow_texture_pz; layout(r32ui) uniform readonly uimage2D shadow_texture_nz; layout(r32ui) uniform uimage2D shadow_buffer; #endif #define NUM_TEV_STAGES 6 #define NUM_LIGHTS 8 #define NUM_LIGHTING_SAMPLERS 24 struct LightSrc { vec3 specular_0; vec3 specular_1; vec3 diffuse; vec3 ambient; vec3 position; vec3 spot_direction; float dist_atten_bias; float dist_atten_scale; }; layout (std140) uniform shader_data { int framebuffer_scale; int alphatest_ref; float depth_scale; float depth_offset; float shadow_bias_constant; float shadow_bias_linear; int scissor_x1; int scissor_y1; int scissor_x2; int scissor_y2; int fog_lut_offset; int proctex_noise_lut_offset; int proctex_color_map_offset; int proctex_alpha_map_offset; int proctex_lut_offset; int proctex_diff_lut_offset; float proctex_bias; int shadow_texture_bias; ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4]; vec3 fog_color; vec2 proctex_noise_f; vec2 proctex_noise_a; vec2 proctex_noise_p; vec3 lighting_global_ambient; LightSrc light_src[NUM_LIGHTS]; vec4 const_color[NUM_TEV_STAGES]; vec4 tev_combiner_buffer_color; vec4 clip_coef; }; // Rotate the vector v by the quaternion q vec3 quaternion_rotate(vec4 q, vec3 v) { return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v); } float LookupLightingLUT(int lut_index, int index, float delta) { vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg; return entry.r + entry.g * delta; } float LookupLightingLUTUnsigned(int lut_index, float pos) { int index = clamp(int(pos * 256.0), 0, 255); float delta = pos * 256.0 - float(index); return LookupLightingLUT(lut_index, index, delta); } float LookupLightingLUTSigned(int lut_index, float pos) { int index = clamp(int(pos * 128.0), -128, 127); float delta = pos * 128.0 - float(index); if (index < 0) index += 256; return LookupLightingLUT(lut_index, index, delta); } float byteround(float x) { return round(x * 255.0) * (1.0 / 255.0); } vec2 byteround(vec2 x) { return round(x * 255.0) * (1.0 / 255.0); } vec3 byteround(vec3 x) { return round(x * 255.0) * (1.0 / 255.0); } vec4 byteround(vec4 x) { return round(x * 255.0) * (1.0 / 255.0); } // PICA's LOD formula for 2D textures. // This LOD formula is the same as the LOD lower limit defined in OpenGL. // f(x, y) >= max{m_u, m_v, m_w} // (See OpenGL 4.6 spec, 8.14.1 - Scale Factor and Level-of-Detail) float getLod(vec2 coord) { vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord))); return log2(max(d.x, d.y)); } #if ALLOW_SHADOW uvec2 DecodeShadow(uint pixel) { return uvec2(pixel >> 8, pixel & 0xFFu); } uint EncodeShadow(uvec2 pixel) { return (pixel.x << 8) | pixel.y; } float CompareShadow(uint pixel, uint z) { uvec2 p = DecodeShadow(pixel); return mix(float(p.y) * (1.0 / 255.0), 0.0, p.x <= z); } float SampleShadow2D(ivec2 uv, uint z) { if (any(bvec4( lessThan(uv, ivec2(0)), greaterThanEqual(uv, imageSize(shadow_texture_px)) ))) return 1.0; return CompareShadow(imageLoad(shadow_texture_px, uv).x, z); } float mix2(vec4 s, vec2 a) { vec2 t = mix(s.xy, s.zw, a.yy); return mix(t.x, t.y, a.x); } vec4 shadowTexture(vec2 uv, float w) { uint z = uint(max(0, int(min(abs(w), 1.0) * float(0xFFFFFF)) - shadow_texture_bias)); vec2 coord = vec2(imageSize(shadow_texture_px)) * uv - vec2(0.5); vec2 coord_floor = floor(coord); vec2 f = coord - coord_floor; ivec2 i = ivec2(coord_floor); vec4 s = vec4( SampleShadow2D(i , z), SampleShadow2D(i + ivec2(1, 0), z), SampleShadow2D(i + ivec2(0, 1), z), SampleShadow2D(i + ivec2(1, 1), z)); return vec4(mix2(s, f)); } vec4 shadowTextureCube(vec2 uv, float w) { ivec2 size = imageSize(shadow_texture_px); vec3 c = vec3(uv, w); vec3 a = abs(c); if (a.x > a.y && a.x > a.z) { w = a.x; uv = -c.zy; if (c.x < 0.0) uv.x = -uv.x; } else if (a.y > a.z) { w = a.y; uv = c.xz; if (c.y < 0.0) uv.y = -uv.y; } else { w = a.z; uv = -c.xy; if (c.z > 0.0) uv.x = -uv.x; } uint z = uint(max(0, int(min(w, 1.0) * float(0xFFFFFF)) - shadow_texture_bias)); vec2 coord = vec2(size) * (uv / w * vec2(0.5) + vec2(0.5)) - vec2(0.5); vec2 coord_floor = floor(coord); vec2 f = coord - coord_floor; ivec2 i00 = ivec2(coord_floor); ivec2 i10 = i00 + ivec2(1, 0); ivec2 i01 = i00 + ivec2(0, 1); ivec2 i11 = i00 + ivec2(1, 1); ivec2 cmin = ivec2(0), cmax = size - ivec2(1, 1); i00 = clamp(i00, cmin, cmax); i10 = clamp(i10, cmin, cmax); i01 = clamp(i01, cmin, cmax); i11 = clamp(i11, cmin, cmax); uvec4 pixels; // This part should have been refactored into functions, // but many drivers don't like passing uimage2D as parameters if (a.x > a.y && a.x > a.z) { if (c.x > 0.0) pixels = uvec4( imageLoad(shadow_texture_px, i00).r, imageLoad(shadow_texture_px, i10).r, imageLoad(shadow_texture_px, i01).r, imageLoad(shadow_texture_px, i11).r); else pixels = uvec4( imageLoad(shadow_texture_nx, i00).r, imageLoad(shadow_texture_nx, i10).r, imageLoad(shadow_texture_nx, i01).r, imageLoad(shadow_texture_nx, i11).r); } else if (a.y > a.z) { if (c.y > 0.0) pixels = uvec4( imageLoad(shadow_texture_py, i00).r, imageLoad(shadow_texture_py, i10).r, imageLoad(shadow_texture_py, i01).r, imageLoad(shadow_texture_py, i11).r); else pixels = uvec4( imageLoad(shadow_texture_ny, i00).r, imageLoad(shadow_texture_ny, i10).r, imageLoad(shadow_texture_ny, i01).r, imageLoad(shadow_texture_ny, i11).r); } else { if (c.z > 0.0) pixels = uvec4( imageLoad(shadow_texture_pz, i00).r, imageLoad(shadow_texture_pz, i10).r, imageLoad(shadow_texture_pz, i01).r, imageLoad(shadow_texture_pz, i11).r); else pixels = uvec4( imageLoad(shadow_texture_nz, i00).r, imageLoad(shadow_texture_nz, i10).r, imageLoad(shadow_texture_nz, i01).r, imageLoad(shadow_texture_nz, i11).r); } vec4 s = vec4( CompareShadow(pixels.x, z), CompareShadow(pixels.y, z), CompareShadow(pixels.z, z), CompareShadow(pixels.w, z)); return vec4(mix2(s, f)); } #else vec4 shadowTexture(vec2 uv, float w) { return vec4(1.0); } vec4 shadowTextureCube(vec2 uv, float w) { return vec4(1.0); } #endif void main() { vec4 rounded_primary_color = byteround(primary_color); vec4 primary_fragment_color = vec4(0.0); vec4 secondary_fragment_color = vec4(0.0); if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard; float z_over_w = 2.0 * gl_FragCoord.z - 1.0; float depth = z_over_w * depth_scale + depth_offset; vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0); vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0); vec3 light_vector = vec3(0.0); vec3 refl_value = vec3(0.0); vec3 spot_dir = vec3(0.0); vec3 half_vector = vec3(0.0); float dot_product = 0.0; float clamp_highlights = 1.0; float geo_factor = 1.0; vec3 surface_normal = vec3(0.0, 0.0, 1.0); vec3 surface_tangent = vec3(1.0, 0.0, 0.0); vec4 normalized_normquat = normalize(normquat); vec3 normal = quaternion_rotate(normalized_normquat, surface_normal); vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent); vec4 shadow = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0)))); light_vector = normalize(light_src[0].position); spot_dir = light_src[0].spot_direction; half_vector = normalize(view) + light_vector; dot_product = max(dot(light_vector, normal), 0.0); clamp_highlights = sign(dot_product); refl_value.r = (1.0 * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0))); refl_value.g = refl_value.r; refl_value.b = refl_value.r; diffuse_sum.a = (1.0 * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0))); specular_sum.a = (1.0 * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0))); diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0 * 1.0; specular_sum.rgb += ((1.0 * light_src[0].specular_0) + (1.0 * refl_value * light_src[0].specular_1)) * clamp_highlights * 1.0 * 1.0; diffuse_sum.rgb += lighting_global_ambient; primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0)); secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0)); vec4 combiner_buffer = vec4(0.0); vec4 next_combiner_buffer = tev_combiner_buffer_color; vec4 last_tex_env_out = vec4(0.0); vec3 color_results_0_1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0)))).rgb; vec3 color_results_0_2 = const_color[0].rgb; vec3 color_results_0_3 = vec3(1.0) - vec4(0.0).aaa; vec3 color_results_0[3] = vec3[3](color_results_0_1, color_results_0_2, color_results_0_3); vec3 color_output_0 = byteround(clamp(color_results_0[0] * color_results_0[1], vec3(0.0), vec3(1.0))); float alpha_results_0[3] = float[3](const_color[0].a, rounded_primary_color.r, const_color[0].a); float alpha_output_0 = byteround(clamp(alpha_results_0[0] * alpha_results_0[1], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_0 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_0 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; next_combiner_buffer.rgb = last_tex_env_out.rgb; next_combiner_buffer.a = last_tex_env_out.a; vec3 color_results_1_1 = const_color[1].aaa; vec3 color_results_1_2 = const_color[1].rgb; vec3 color_results_1_3 = rounded_primary_color.rgb; vec3 color_results_1[3] = vec3[3](color_results_1_1, color_results_1_2, color_results_1_3); vec3 color_output_1 = byteround(clamp(min(color_results_1[0] + color_results_1[1], vec3(1.0)) * color_results_1[2], vec3(0.0), vec3(1.0))); float alpha_results_1[3] = float[3](last_tex_env_out.a, secondary_fragment_color.a, last_tex_env_out.a); float alpha_output_1 = byteround(clamp(alpha_results_1[0], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_1 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_1 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; next_combiner_buffer.rgb = last_tex_env_out.rgb; next_combiner_buffer.a = last_tex_env_out.a; vec3 color_results_2_1 = last_tex_env_out.rgb; vec3 color_results_2_2 = primary_fragment_color.rgb; vec3 color_results_2_3 = combiner_buffer.rgb; vec3 color_results_2[3] = vec3[3](color_results_2_1, color_results_2_2, color_results_2_3); vec3 color_output_2 = byteround(clamp(min(color_results_2[0] + color_results_2[1], vec3(1.0)) * color_results_2[2], vec3(0.0), vec3(1.0))); float alpha_results_2[3] = float[3](last_tex_env_out.a, const_color[2].a, const_color[2].a); float alpha_output_2 = byteround(clamp(alpha_results_2[0] * alpha_results_2[1], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_2 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_2 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; next_combiner_buffer.rgb = last_tex_env_out.rgb; next_combiner_buffer.a = last_tex_env_out.a; vec3 color_results_3_1 = last_tex_env_out.aaa; vec3 color_results_3_2 = const_color[3].rgb; vec3 color_results_3_3 = last_tex_env_out.rgb; vec3 color_results_3[3] = vec3[3](color_results_3_1, color_results_3_2, color_results_3_3); vec3 color_output_3 = byteround(clamp(color_results_3[0] * color_results_3[1], vec3(0.0), vec3(1.0))); float alpha_results_3[3] = float[3](const_color[3].a, rounded_primary_color.a, last_tex_env_out.a); float alpha_output_3 = byteround(clamp(alpha_results_3[0], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_3 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_3 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; next_combiner_buffer.a = last_tex_env_out.a; vec3 color_results_4_1 = last_tex_env_out.rgb; vec3 color_results_4_2 = secondary_fragment_color.rgb; vec3 color_results_4_3 = combiner_buffer.aaa; vec3 color_results_4[3] = vec3[3](color_results_4_1, color_results_4_2, color_results_4_3); vec3 color_output_4 = byteround(clamp(color_results_4[0] * color_results_4[1], vec3(0.0), vec3(1.0))); float alpha_results_4[3] = float[3](const_color[4].a, rounded_primary_color.a, last_tex_env_out.a); float alpha_output_4 = byteround(clamp(alpha_results_4[0], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_4 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_4 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; vec3 color_results_5_1 = last_tex_env_out.rgb; vec3 color_results_5_2 = combiner_buffer.rgb; vec3 color_results_5_3 = last_tex_env_out.aaa; vec3 color_results_5[3] = vec3[3](color_results_5_1, color_results_5_2, color_results_5_3); vec3 color_output_5 = byteround(clamp(min(color_results_5[0] + color_results_5[1], vec3(1.0)) * color_results_5[2], vec3(0.0), vec3(1.0))); float alpha_results_5[3] = float[3](combiner_buffer.a, const_color[5].a, const_color[5].a); float alpha_output_5 = byteround(clamp(alpha_results_5[0] * alpha_results_5[1], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_5 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_5 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; float fog_index = depth * 128.0; float fog_i = clamp(floor(fog_index), 0.0, 127.0); float fog_f = fog_index - fog_i; vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, int(fog_i) + fog_lut_offset).rg; float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f; fog_factor = clamp(fog_factor, 0.0, 1.0); last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor); gl_FragDepth = depth; color = byteround(last_tex_env_out); } [ 15.301787] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadProgram:102: Error linking shader: Program Link Failed for unknown reason. [ 15.301788] Debug video_core/renderer_opengl/gl_shader_util.cpp:operator():106: Assertion Failed! Shader not linked [ 15.321348] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadShader:63: Error compiling fragment shader: WARNING: 0:29: 'defined' : nonportable when expanded from macros for preprocessor expression WARNING: 0:29: 'defined' : nonportable when expanded from macros for preprocessor expression WARNING: 0:133: 'defined' : nonportable when expanded from macros for preprocessor expression WARNING: 0:133: 'defined' : nonportable when expanded from macros for preprocessor expression ERROR: 0:149: 'imageSize' : no matching overloaded function found ERROR: 0:149: '' : missing #endif ERROR: 0:149: '' : compilation terminated ERROR: 3 compilation errors. No code generated. [ 15.321374] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadShader:65: Shader source code: #version 330 #extension GL_ARB_shader_image_load_store : enable #extension GL_ARB_shader_image_size : enable #define ALLOW_SHADOW (defined(GL_ARB_shader_image_load_store) && defined(GL_ARB_shader_image_size)) #extension GL_ARB_separate_shader_objects : enable layout (location=1) in vec4 primary_color; layout (location=2) in vec2 texcoord0; layout (location=3) in vec2 texcoord1; layout (location=4) in vec2 texcoord2; layout (location=5) in float texcoord0_w; layout (location=6) in vec4 normquat; layout (location=7) in vec3 view; #ifndef CITRA_GLES in vec4 gl_FragCoord; #endif // CITRA_GLES out vec4 color; uniform sampler2D tex0; uniform sampler2D tex1; uniform sampler2D tex2; uniform samplerCube tex_cube; uniform samplerBuffer texture_buffer_lut_lf; uniform samplerBuffer texture_buffer_lut_rg; uniform samplerBuffer texture_buffer_lut_rgba; #if ALLOW_SHADOW layout(r32ui) uniform readonly uimage2D shadow_texture_px; layout(r32ui) uniform readonly uimage2D shadow_texture_nx; layout(r32ui) uniform readonly uimage2D shadow_texture_py; layout(r32ui) uniform readonly uimage2D shadow_texture_ny; layout(r32ui) uniform readonly uimage2D shadow_texture_pz; layout(r32ui) uniform readonly uimage2D shadow_texture_nz; layout(r32ui) uniform uimage2D shadow_buffer; #endif #define NUM_TEV_STAGES 6 #define NUM_LIGHTS 8 #define NUM_LIGHTING_SAMPLERS 24 struct LightSrc { vec3 specular_0; vec3 specular_1; vec3 diffuse; vec3 ambient; vec3 position; vec3 spot_direction; float dist_atten_bias; float dist_atten_scale; }; layout (std140) uniform shader_data { int framebuffer_scale; int alphatest_ref; float depth_scale; float depth_offset; float shadow_bias_constant; float shadow_bias_linear; int scissor_x1; int scissor_y1; int scissor_x2; int scissor_y2; int fog_lut_offset; int proctex_noise_lut_offset; int proctex_color_map_offset; int proctex_alpha_map_offset; int proctex_lut_offset; int proctex_diff_lut_offset; float proctex_bias; int shadow_texture_bias; ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4]; vec3 fog_color; vec2 proctex_noise_f; vec2 proctex_noise_a; vec2 proctex_noise_p; vec3 lighting_global_ambient; LightSrc light_src[NUM_LIGHTS]; vec4 const_color[NUM_TEV_STAGES]; vec4 tev_combiner_buffer_color; vec4 clip_coef; }; // Rotate the vector v by the quaternion q vec3 quaternion_rotate(vec4 q, vec3 v) { return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v); } float LookupLightingLUT(int lut_index, int index, float delta) { vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg; return entry.r + entry.g * delta; } float LookupLightingLUTUnsigned(int lut_index, float pos) { int index = clamp(int(pos * 256.0), 0, 255); float delta = pos * 256.0 - float(index); return LookupLightingLUT(lut_index, index, delta); } float LookupLightingLUTSigned(int lut_index, float pos) { int index = clamp(int(pos * 128.0), -128, 127); float delta = pos * 128.0 - float(index); if (index < 0) index += 256; return LookupLightingLUT(lut_index, index, delta); } float byteround(float x) { return round(x * 255.0) * (1.0 / 255.0); } vec2 byteround(vec2 x) { return round(x * 255.0) * (1.0 / 255.0); } vec3 byteround(vec3 x) { return round(x * 255.0) * (1.0 / 255.0); } vec4 byteround(vec4 x) { return round(x * 255.0) * (1.0 / 255.0); } // PICA's LOD formula for 2D textures. // This LOD formula is the same as the LOD lower limit defined in OpenGL. // f(x, y) >= max{m_u, m_v, m_w} // (See OpenGL 4.6 spec, 8.14.1 - Scale Factor and Level-of-Detail) float getLod(vec2 coord) { vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord))); return log2(max(d.x, d.y)); } #if ALLOW_SHADOW uvec2 DecodeShadow(uint pixel) { return uvec2(pixel >> 8, pixel & 0xFFu); } uint EncodeShadow(uvec2 pixel) { return (pixel.x << 8) | pixel.y; } float CompareShadow(uint pixel, uint z) { uvec2 p = DecodeShadow(pixel); return mix(float(p.y) * (1.0 / 255.0), 0.0, p.x <= z); } float SampleShadow2D(ivec2 uv, uint z) { if (any(bvec4( lessThan(uv, ivec2(0)), greaterThanEqual(uv, imageSize(shadow_texture_px)) ))) return 1.0; return CompareShadow(imageLoad(shadow_texture_px, uv).x, z); } float mix2(vec4 s, vec2 a) { vec2 t = mix(s.xy, s.zw, a.yy); return mix(t.x, t.y, a.x); } vec4 shadowTexture(vec2 uv, float w) { uint z = uint(max(0, int(min(abs(w), 1.0) * float(0xFFFFFF)) - shadow_texture_bias)); vec2 coord = vec2(imageSize(shadow_texture_px)) * uv - vec2(0.5); vec2 coord_floor = floor(coord); vec2 f = coord - coord_floor; ivec2 i = ivec2(coord_floor); vec4 s = vec4( SampleShadow2D(i , z), SampleShadow2D(i + ivec2(1, 0), z), SampleShadow2D(i + ivec2(0, 1), z), SampleShadow2D(i + ivec2(1, 1), z)); return vec4(mix2(s, f)); } vec4 shadowTextureCube(vec2 uv, float w) { ivec2 size = imageSize(shadow_texture_px); vec3 c = vec3(uv, w); vec3 a = abs(c); if (a.x > a.y && a.x > a.z) { w = a.x; uv = -c.zy; if (c.x < 0.0) uv.x = -uv.x; } else if (a.y > a.z) { w = a.y; uv = c.xz; if (c.y < 0.0) uv.y = -uv.y; } else { w = a.z; uv = -c.xy; if (c.z > 0.0) uv.x = -uv.x; } uint z = uint(max(0, int(min(w, 1.0) * float(0xFFFFFF)) - shadow_texture_bias)); vec2 coord = vec2(size) * (uv / w * vec2(0.5) + vec2(0.5)) - vec2(0.5); vec2 coord_floor = floor(coord); vec2 f = coord - coord_floor; ivec2 i00 = ivec2(coord_floor); ivec2 i10 = i00 + ivec2(1, 0); ivec2 i01 = i00 + ivec2(0, 1); ivec2 i11 = i00 + ivec2(1, 1); ivec2 cmin = ivec2(0), cmax = size - ivec2(1, 1); i00 = clamp(i00, cmin, cmax); i10 = clamp(i10, cmin, cmax); i01 = clamp(i01, cmin, cmax); i11 = clamp(i11, cmin, cmax); uvec4 pixels; // This part should have been refactored into functions, // but many drivers don't like passing uimage2D as parameters if (a.x > a.y && a.x > a.z) { if (c.x > 0.0) pixels = uvec4( imageLoad(shadow_texture_px, i00).r, imageLoad(shadow_texture_px, i10).r, imageLoad(shadow_texture_px, i01).r, imageLoad(shadow_texture_px, i11).r); else pixels = uvec4( imageLoad(shadow_texture_nx, i00).r, imageLoad(shadow_texture_nx, i10).r, imageLoad(shadow_texture_nx, i01).r, imageLoad(shadow_texture_nx, i11).r); } else if (a.y > a.z) { if (c.y > 0.0) pixels = uvec4( imageLoad(shadow_texture_py, i00).r, imageLoad(shadow_texture_py, i10).r, imageLoad(shadow_texture_py, i01).r, imageLoad(shadow_texture_py, i11).r); else pixels = uvec4( imageLoad(shadow_texture_ny, i00).r, imageLoad(shadow_texture_ny, i10).r, imageLoad(shadow_texture_ny, i01).r, imageLoad(shadow_texture_ny, i11).r); } else { if (c.z > 0.0) pixels = uvec4( imageLoad(shadow_texture_pz, i00).r, imageLoad(shadow_texture_pz, i10).r, imageLoad(shadow_texture_pz, i01).r, imageLoad(shadow_texture_pz, i11).r); else pixels = uvec4( imageLoad(shadow_texture_nz, i00).r, imageLoad(shadow_texture_nz, i10).r, imageLoad(shadow_texture_nz, i01).r, imageLoad(shadow_texture_nz, i11).r); } vec4 s = vec4( CompareShadow(pixels.x, z), CompareShadow(pixels.y, z), CompareShadow(pixels.z, z), CompareShadow(pixels.w, z)); return vec4(mix2(s, f)); } #else vec4 shadowTexture(vec2 uv, float w) { return vec4(1.0); } vec4 shadowTextureCube(vec2 uv, float w) { return vec4(1.0); } #endif void main() { vec4 rounded_primary_color = byteround(primary_color); vec4 primary_fragment_color = vec4(0.0); vec4 secondary_fragment_color = vec4(0.0); if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard; float z_over_w = 2.0 * gl_FragCoord.z - 1.0; float depth = z_over_w * depth_scale + depth_offset; vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0); vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0); vec3 light_vector = vec3(0.0); vec3 refl_value = vec3(0.0); vec3 spot_dir = vec3(0.0); vec3 half_vector = vec3(0.0); float dot_product = 0.0; float clamp_highlights = 1.0; float geo_factor = 1.0; vec3 surface_normal = vec3(0.0, 0.0, 1.0); vec3 surface_tangent = vec3(1.0, 0.0, 0.0); vec4 normalized_normquat = normalize(normquat); vec3 normal = quaternion_rotate(normalized_normquat, surface_normal); vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent); vec4 shadow = shadowTexture(texcoord0, texcoord0_w); light_vector = normalize(light_src[0].position); spot_dir = light_src[0].spot_direction; half_vector = normalize(view) + light_vector; dot_product = max(dot(light_vector, normal), 0.0); clamp_highlights = sign(dot_product); refl_value.r = (1.0 * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0))); refl_value.g = refl_value.r; refl_value.b = refl_value.r; diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0 * 1.0; specular_sum.rgb += ((1.0 * light_src[0].specular_0) + (1.0 * refl_value * light_src[0].specular_1)) * clamp_highlights * 1.0 * 1.0; light_vector = normalize(light_src[1].position); spot_dir = light_src[1].spot_direction; half_vector = normalize(view) + light_vector; dot_product = max(dot(light_vector, normal), 0.0); clamp_highlights = sign(dot_product); refl_value.r = (1.0 * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0))); refl_value.g = refl_value.r; refl_value.b = refl_value.r; diffuse_sum.rgb += ((light_src[1].diffuse * dot_product) + light_src[1].ambient) * 1.0 * 1.0; specular_sum.rgb += ((1.0 * light_src[1].specular_0) + (1.0 * refl_value * light_src[1].specular_1)) * clamp_highlights * 1.0 * 1.0; light_vector = normalize(light_src[2].position); spot_dir = light_src[2].spot_direction; half_vector = normalize(view) + light_vector; dot_product = max(dot(light_vector, normal), 0.0); clamp_highlights = sign(dot_product); refl_value.r = (1.0 * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0))); refl_value.g = refl_value.r; refl_value.b = refl_value.r; diffuse_sum.rgb += ((light_src[2].diffuse * dot_product) + light_src[2].ambient) * 1.0 * 1.0; specular_sum.rgb += ((1.0 * light_src[2].specular_0) + (1.0 * refl_value * light_src[2].specular_1)) * clamp_highlights * 1.0 * 1.0; light_vector = normalize(light_src[3].position); spot_dir = light_src[3].spot_direction; half_vector = normalize(view) + light_vector; dot_product = max(dot(light_vector, normal), 0.0); clamp_highlights = sign(dot_product); refl_value.r = (1.0 * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0))); refl_value.g = refl_value.r; refl_value.b = refl_value.r; diffuse_sum.a = (1.0 * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0))); specular_sum.a = (1.0 * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0))); diffuse_sum.rgb += ((light_src[3].diffuse * dot_product) + light_src[3].ambient) * 1.0 * 1.0; specular_sum.rgb += ((1.0 * light_src[3].specular_0) + (1.0 * refl_value * light_src[3].specular_1)) * clamp_highlights * 1.0 * 1.0; diffuse_sum.rgb += lighting_global_ambient; primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0)); secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0)); vec4 combiner_buffer = vec4(0.0); vec4 next_combiner_buffer = tev_combiner_buffer_color; vec4 last_tex_env_out = vec4(0.0); vec3 color_results_0_1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0)))).rgb; vec3 color_results_0_2 = const_color[0].rgb; vec3 color_results_0_3 = vec3(1.0) - vec4(0.0).aaa; vec3 color_results_0[3] = vec3[3](color_results_0_1, color_results_0_2, color_results_0_3); vec3 color_output_0 = byteround(clamp(color_results_0[0] * color_results_0[1], vec3(0.0), vec3(1.0))); float alpha_results_0[3] = float[3](textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0)))).a, const_color[0].a, const_color[0].a); float alpha_output_0 = byteround(clamp(alpha_results_0[0], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_0 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_0 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; next_combiner_buffer.rgb = last_tex_env_out.rgb; next_combiner_buffer.a = last_tex_env_out.a; vec3 color_results_1_1 = const_color[1].aaa; vec3 color_results_1_2 = const_color[1].rgb; vec3 color_results_1_3 = rounded_primary_color.rgb; vec3 color_results_1[3] = vec3[3](color_results_1_1, color_results_1_2, color_results_1_3); vec3 color_output_1 = byteround(clamp(min(color_results_1[0] + color_results_1[1], vec3(1.0)) * color_results_1[2], vec3(0.0), vec3(1.0))); float alpha_results_1[3] = float[3](last_tex_env_out.a, secondary_fragment_color.a, last_tex_env_out.a); float alpha_output_1 = byteround(clamp(alpha_results_1[0], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_1 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_1 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; next_combiner_buffer.rgb = last_tex_env_out.rgb; next_combiner_buffer.a = last_tex_env_out.a; vec3 color_results_2_1 = last_tex_env_out.rgb; vec3 color_results_2_2 = primary_fragment_color.rgb; vec3 color_results_2_3 = combiner_buffer.rgb; vec3 color_results_2[3] = vec3[3](color_results_2_1, color_results_2_2, color_results_2_3); vec3 color_output_2 = byteround(clamp(min(color_results_2[0] + color_results_2[1], vec3(1.0)) * color_results_2[2], vec3(0.0), vec3(1.0))); float alpha_results_2[3] = float[3](last_tex_env_out.a, const_color[2].a, const_color[2].a); float alpha_output_2 = byteround(clamp(alpha_results_2[0] * alpha_results_2[1], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_2 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_2 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; next_combiner_buffer.rgb = last_tex_env_out.rgb; next_combiner_buffer.a = last_tex_env_out.a; vec3 color_results_3_1 = last_tex_env_out.aaa; vec3 color_results_3_2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0)))).rgb; vec3 color_results_3_3 = last_tex_env_out.rgb; vec3 color_results_3[3] = vec3[3](color_results_3_1, color_results_3_2, color_results_3_3); vec3 color_output_3 = byteround(clamp(color_results_3[0] * color_results_3[1], vec3(0.0), vec3(1.0))); float alpha_results_3[3] = float[3](const_color[3].a, rounded_primary_color.a, last_tex_env_out.a); float alpha_output_3 = byteround(clamp(alpha_results_3[0], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_3 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_3 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; next_combiner_buffer.a = last_tex_env_out.a; vec3 color_results_4_1 = secondary_fragment_color.rgb; vec3 color_results_4_2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0)))).rgb; vec3 color_results_4_3 = last_tex_env_out.rgb; vec3 color_results_4[3] = vec3[3](color_results_4_1, color_results_4_2, color_results_4_3); vec3 color_output_4 = byteround(clamp(min(color_results_4[0] + color_results_4[1], vec3(1.0)) * color_results_4[2], vec3(0.0), vec3(1.0))); float alpha_results_4[3] = float[3](const_color[4].a, rounded_primary_color.a, last_tex_env_out.a); float alpha_output_4 = byteround(clamp(alpha_results_4[0], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_4 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_4 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; vec3 color_results_5_1 = last_tex_env_out.rgb; vec3 color_results_5_2 = combiner_buffer.rgb; vec3 color_results_5_3 = last_tex_env_out.aaa; vec3 color_results_5[3] = vec3[3](color_results_5_1, color_results_5_2, color_results_5_3); vec3 color_output_5 = byteround(clamp(min(color_results_5[0] + color_results_5[1], vec3(1.0)) * color_results_5[2], vec3(0.0), vec3(1.0))); float alpha_results_5[3] = float[3](combiner_buffer.a, const_color[5].a, const_color[5].a); float alpha_output_5 = byteround(clamp(alpha_results_5[0] * alpha_results_5[1], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_5 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_5 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; float fog_index = depth * 128.0; float fog_i = clamp(floor(fog_index), 0.0, 127.0); float fog_f = fog_index - fog_i; vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, int(fog_i) + fog_lut_offset).rg; float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f; fog_factor = clamp(fog_factor, 0.0, 1.0); last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor); gl_FragDepth = depth; color = byteround(last_tex_env_out); } [ 15.321397] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadProgram:102: Error linking shader: Program Link Failed for unknown reason. [ 15.321399] Debug video_core/renderer_opengl/gl_shader_util.cpp:operator():106: Assertion Failed! Shader not linked [ 15.457094] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadShader:63: Error compiling fragment shader: WARNING: 0:29: 'defined' : nonportable when expanded from macros for preprocessor expression WARNING: 0:29: 'defined' : nonportable when expanded from macros for preprocessor expression WARNING: 0:133: 'defined' : nonportable when expanded from macros for preprocessor expression WARNING: 0:133: 'defined' : nonportable when expanded from macros for preprocessor expression ERROR: 0:149: 'imageSize' : no matching overloaded function found ERROR: 0:149: '' : missing #endif ERROR: 0:149: '' : compilation terminated ERROR: 3 compilation errors. No code generated. [ 15.457158] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadShader:65: Shader source code: #version 330 #extension GL_ARB_shader_image_load_store : enable #extension GL_ARB_shader_image_size : enable #define ALLOW_SHADOW (defined(GL_ARB_shader_image_load_store) && defined(GL_ARB_shader_image_size)) #extension GL_ARB_separate_shader_objects : enable layout (location=1) in vec4 primary_color; layout (location=2) in vec2 texcoord0; layout (location=3) in vec2 texcoord1; layout (location=4) in vec2 texcoord2; layout (location=5) in float texcoord0_w; layout (location=6) in vec4 normquat; layout (location=7) in vec3 view; #ifndef CITRA_GLES in vec4 gl_FragCoord; #endif // CITRA_GLES out vec4 color; uniform sampler2D tex0; uniform sampler2D tex1; uniform sampler2D tex2; uniform samplerCube tex_cube; uniform samplerBuffer texture_buffer_lut_lf; uniform samplerBuffer texture_buffer_lut_rg; uniform samplerBuffer texture_buffer_lut_rgba; #if ALLOW_SHADOW layout(r32ui) uniform readonly uimage2D shadow_texture_px; layout(r32ui) uniform readonly uimage2D shadow_texture_nx; layout(r32ui) uniform readonly uimage2D shadow_texture_py; layout(r32ui) uniform readonly uimage2D shadow_texture_ny; layout(r32ui) uniform readonly uimage2D shadow_texture_pz; layout(r32ui) uniform readonly uimage2D shadow_texture_nz; layout(r32ui) uniform uimage2D shadow_buffer; #endif #define NUM_TEV_STAGES 6 #define NUM_LIGHTS 8 #define NUM_LIGHTING_SAMPLERS 24 struct LightSrc { vec3 specular_0; vec3 specular_1; vec3 diffuse; vec3 ambient; vec3 position; vec3 spot_direction; float dist_atten_bias; float dist_atten_scale; }; layout (std140) uniform shader_data { int framebuffer_scale; int alphatest_ref; float depth_scale; float depth_offset; float shadow_bias_constant; float shadow_bias_linear; int scissor_x1; int scissor_y1; int scissor_x2; int scissor_y2; int fog_lut_offset; int proctex_noise_lut_offset; int proctex_color_map_offset; int proctex_alpha_map_offset; int proctex_lut_offset; int proctex_diff_lut_offset; float proctex_bias; int shadow_texture_bias; ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4]; vec3 fog_color; vec2 proctex_noise_f; vec2 proctex_noise_a; vec2 proctex_noise_p; vec3 lighting_global_ambient; LightSrc light_src[NUM_LIGHTS]; vec4 const_color[NUM_TEV_STAGES]; vec4 tev_combiner_buffer_color; vec4 clip_coef; }; // Rotate the vector v by the quaternion q vec3 quaternion_rotate(vec4 q, vec3 v) { return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v); } float LookupLightingLUT(int lut_index, int index, float delta) { vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg; return entry.r + entry.g * delta; } float LookupLightingLUTUnsigned(int lut_index, float pos) { int index = clamp(int(pos * 256.0), 0, 255); float delta = pos * 256.0 - float(index); return LookupLightingLUT(lut_index, index, delta); } float LookupLightingLUTSigned(int lut_index, float pos) { int index = clamp(int(pos * 128.0), -128, 127); float delta = pos * 128.0 - float(index); if (index < 0) index += 256; return LookupLightingLUT(lut_index, index, delta); } float byteround(float x) { return round(x * 255.0) * (1.0 / 255.0); } vec2 byteround(vec2 x) { return round(x * 255.0) * (1.0 / 255.0); } vec3 byteround(vec3 x) { return round(x * 255.0) * (1.0 / 255.0); } vec4 byteround(vec4 x) { return round(x * 255.0) * (1.0 / 255.0); } // PICA's LOD formula for 2D textures. // This LOD formula is the same as the LOD lower limit defined in OpenGL. // f(x, y) >= max{m_u, m_v, m_w} // (See OpenGL 4.6 spec, 8.14.1 - Scale Factor and Level-of-Detail) float getLod(vec2 coord) { vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord))); return log2(max(d.x, d.y)); } #if ALLOW_SHADOW uvec2 DecodeShadow(uint pixel) { return uvec2(pixel >> 8, pixel & 0xFFu); } uint EncodeShadow(uvec2 pixel) { return (pixel.x << 8) | pixel.y; } float CompareShadow(uint pixel, uint z) { uvec2 p = DecodeShadow(pixel); return mix(float(p.y) * (1.0 / 255.0), 0.0, p.x <= z); } float SampleShadow2D(ivec2 uv, uint z) { if (any(bvec4( lessThan(uv, ivec2(0)), greaterThanEqual(uv, imageSize(shadow_texture_px)) ))) return 1.0; return CompareShadow(imageLoad(shadow_texture_px, uv).x, z); } float mix2(vec4 s, vec2 a) { vec2 t = mix(s.xy, s.zw, a.yy); return mix(t.x, t.y, a.x); } vec4 shadowTexture(vec2 uv, float w) { uint z = uint(max(0, int(min(abs(w), 1.0) * float(0xFFFFFF)) - shadow_texture_bias)); vec2 coord = vec2(imageSize(shadow_texture_px)) * uv - vec2(0.5); vec2 coord_floor = floor(coord); vec2 f = coord - coord_floor; ivec2 i = ivec2(coord_floor); vec4 s = vec4( SampleShadow2D(i , z), SampleShadow2D(i + ivec2(1, 0), z), SampleShadow2D(i + ivec2(0, 1), z), SampleShadow2D(i + ivec2(1, 1), z)); return vec4(mix2(s, f)); } vec4 shadowTextureCube(vec2 uv, float w) { ivec2 size = imageSize(shadow_texture_px); vec3 c = vec3(uv, w); vec3 a = abs(c); if (a.x > a.y && a.x > a.z) { w = a.x; uv = -c.zy; if (c.x < 0.0) uv.x = -uv.x; } else if (a.y > a.z) { w = a.y; uv = c.xz; if (c.y < 0.0) uv.y = -uv.y; } else { w = a.z; uv = -c.xy; if (c.z > 0.0) uv.x = -uv.x; } uint z = uint(max(0, int(min(w, 1.0) * float(0xFFFFFF)) - shadow_texture_bias)); vec2 coord = vec2(size) * (uv / w * vec2(0.5) + vec2(0.5)) - vec2(0.5); vec2 coord_floor = floor(coord); vec2 f = coord - coord_floor; ivec2 i00 = ivec2(coord_floor); ivec2 i10 = i00 + ivec2(1, 0); ivec2 i01 = i00 + ivec2(0, 1); ivec2 i11 = i00 + ivec2(1, 1); ivec2 cmin = ivec2(0), cmax = size - ivec2(1, 1); i00 = clamp(i00, cmin, cmax); i10 = clamp(i10, cmin, cmax); i01 = clamp(i01, cmin, cmax); i11 = clamp(i11, cmin, cmax); uvec4 pixels; // This part should have been refactored into functions, // but many drivers don't like passing uimage2D as parameters if (a.x > a.y && a.x > a.z) { if (c.x > 0.0) pixels = uvec4( imageLoad(shadow_texture_px, i00).r, imageLoad(shadow_texture_px, i10).r, imageLoad(shadow_texture_px, i01).r, imageLoad(shadow_texture_px, i11).r); else pixels = uvec4( imageLoad(shadow_texture_nx, i00).r, imageLoad(shadow_texture_nx, i10).r, imageLoad(shadow_texture_nx, i01).r, imageLoad(shadow_texture_nx, i11).r); } else if (a.y > a.z) { if (c.y > 0.0) pixels = uvec4( imageLoad(shadow_texture_py, i00).r, imageLoad(shadow_texture_py, i10).r, imageLoad(shadow_texture_py, i01).r, imageLoad(shadow_texture_py, i11).r); else pixels = uvec4( imageLoad(shadow_texture_ny, i00).r, imageLoad(shadow_texture_ny, i10).r, imageLoad(shadow_texture_ny, i01).r, imageLoad(shadow_texture_ny, i11).r); } else { if (c.z > 0.0) pixels = uvec4( imageLoad(shadow_texture_pz, i00).r, imageLoad(shadow_texture_pz, i10).r, imageLoad(shadow_texture_pz, i01).r, imageLoad(shadow_texture_pz, i11).r); else pixels = uvec4( imageLoad(shadow_texture_nz, i00).r, imageLoad(shadow_texture_nz, i10).r, imageLoad(shadow_texture_nz, i01).r, imageLoad(shadow_texture_nz, i11).r); } vec4 s = vec4( CompareShadow(pixels.x, z), CompareShadow(pixels.y, z), CompareShadow(pixels.z, z), CompareShadow(pixels.w, z)); return vec4(mix2(s, f)); } #else vec4 shadowTexture(vec2 uv, float w) { return vec4(1.0); } vec4 shadowTextureCube(vec2 uv, float w) { return vec4(1.0); } #endif void main() { vec4 rounded_primary_color = byteround(primary_color); vec4 primary_fragment_color = vec4(0.0); vec4 secondary_fragment_color = vec4(0.0); if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard; float z_over_w = 2.0 * gl_FragCoord.z - 1.0; float depth = z_over_w * depth_scale + depth_offset; vec4 combiner_buffer = vec4(0.0); vec4 next_combiner_buffer = tev_combiner_buffer_color; vec4 last_tex_env_out = vec4(0.0); vec3 color_results_0_1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0)))).rgb; vec3 color_results_0_2 = rounded_primary_color.rgb; vec3 color_results_0_3 = const_color[0].rgb; vec3 color_results_0[3] = vec3[3](color_results_0_1, color_results_0_2, color_results_0_3); vec3 color_output_0 = byteround(clamp(color_results_0[0] * color_results_0[1], vec3(0.0), vec3(1.0))); float alpha_results_0[3] = float[3](textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0)))).a, rounded_primary_color.a, const_color[0].a); float alpha_output_0 = byteround(clamp(alpha_results_0[0] * alpha_results_0[1], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_0 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_0 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; combiner_buffer = next_combiner_buffer; combiner_buffer = next_combiner_buffer; combiner_buffer = next_combiner_buffer; combiner_buffer = next_combiner_buffer; combiner_buffer = next_combiner_buffer; if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard; gl_FragDepth = depth; color = byteround(last_tex_env_out); } [ 15.457208] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadProgram:102: Error linking shader: Program Link Failed for unknown reason. [ 15.457210] Debug video_core/renderer_opengl/gl_shader_util.cpp:operator():106: Assertion Failed! Shader not linked [ 15.462317] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadShader:63: Error compiling fragment shader: WARNING: 0:29: 'defined' : nonportable when expanded from macros for preprocessor expression WARNING: 0:29: 'defined' : nonportable when expanded from macros for preprocessor expression WARNING: 0:133: 'defined' : nonportable when expanded from macros for preprocessor expression WARNING: 0:133: 'defined' : nonportable when expanded from macros for preprocessor expression ERROR: 0:149: 'imageSize' : no matching overloaded function found ERROR: 0:149: '' : missing #endif ERROR: 0:149: '' : compilation terminated ERROR: 3 compilation errors. No code generated. [ 15.462350] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadShader:65: Shader source code: #version 330 #extension GL_ARB_shader_image_load_store : enable #extension GL_ARB_shader_image_size : enable #define ALLOW_SHADOW (defined(GL_ARB_shader_image_load_store) && defined(GL_ARB_shader_image_size)) #extension GL_ARB_separate_shader_objects : enable layout (location=1) in vec4 primary_color; layout (location=2) in vec2 texcoord0; layout (location=3) in vec2 texcoord1; layout (location=4) in vec2 texcoord2; layout (location=5) in float texcoord0_w; layout (location=6) in vec4 normquat; layout (location=7) in vec3 view; #ifndef CITRA_GLES in vec4 gl_FragCoord; #endif // CITRA_GLES out vec4 color; uniform sampler2D tex0; uniform sampler2D tex1; uniform sampler2D tex2; uniform samplerCube tex_cube; uniform samplerBuffer texture_buffer_lut_lf; uniform samplerBuffer texture_buffer_lut_rg; uniform samplerBuffer texture_buffer_lut_rgba; #if ALLOW_SHADOW layout(r32ui) uniform readonly uimage2D shadow_texture_px; layout(r32ui) uniform readonly uimage2D shadow_texture_nx; layout(r32ui) uniform readonly uimage2D shadow_texture_py; layout(r32ui) uniform readonly uimage2D shadow_texture_ny; layout(r32ui) uniform readonly uimage2D shadow_texture_pz; layout(r32ui) uniform readonly uimage2D shadow_texture_nz; layout(r32ui) uniform uimage2D shadow_buffer; #endif #define NUM_TEV_STAGES 6 #define NUM_LIGHTS 8 #define NUM_LIGHTING_SAMPLERS 24 struct LightSrc { vec3 specular_0; vec3 specular_1; vec3 diffuse; vec3 ambient; vec3 position; vec3 spot_direction; float dist_atten_bias; float dist_atten_scale; }; layout (std140) uniform shader_data { int framebuffer_scale; int alphatest_ref; float depth_scale; float depth_offset; float shadow_bias_constant; float shadow_bias_linear; int scissor_x1; int scissor_y1; int scissor_x2; int scissor_y2; int fog_lut_offset; int proctex_noise_lut_offset; int proctex_color_map_offset; int proctex_alpha_map_offset; int proctex_lut_offset; int proctex_diff_lut_offset; float proctex_bias; int shadow_texture_bias; ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4]; vec3 fog_color; vec2 proctex_noise_f; vec2 proctex_noise_a; vec2 proctex_noise_p; vec3 lighting_global_ambient; LightSrc light_src[NUM_LIGHTS]; vec4 const_color[NUM_TEV_STAGES]; vec4 tev_combiner_buffer_color; vec4 clip_coef; }; // Rotate the vector v by the quaternion q vec3 quaternion_rotate(vec4 q, vec3 v) { return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v); } float LookupLightingLUT(int lut_index, int index, float delta) { vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg; return entry.r + entry.g * delta; } float LookupLightingLUTUnsigned(int lut_index, float pos) { int index = clamp(int(pos * 256.0), 0, 255); float delta = pos * 256.0 - float(index); return LookupLightingLUT(lut_index, index, delta); } float LookupLightingLUTSigned(int lut_index, float pos) { int index = clamp(int(pos * 128.0), -128, 127); float delta = pos * 128.0 - float(index); if (index < 0) index += 256; return LookupLightingLUT(lut_index, index, delta); } float byteround(float x) { return round(x * 255.0) * (1.0 / 255.0); } vec2 byteround(vec2 x) { return round(x * 255.0) * (1.0 / 255.0); } vec3 byteround(vec3 x) { return round(x * 255.0) * (1.0 / 255.0); } vec4 byteround(vec4 x) { return round(x * 255.0) * (1.0 / 255.0); } // PICA's LOD formula for 2D textures. // This LOD formula is the same as the LOD lower limit defined in OpenGL. // f(x, y) >= max{m_u, m_v, m_w} // (See OpenGL 4.6 spec, 8.14.1 - Scale Factor and Level-of-Detail) float getLod(vec2 coord) { vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord))); return log2(max(d.x, d.y)); } #if ALLOW_SHADOW uvec2 DecodeShadow(uint pixel) { return uvec2(pixel >> 8, pixel & 0xFFu); } uint EncodeShadow(uvec2 pixel) { return (pixel.x << 8) | pixel.y; } float CompareShadow(uint pixel, uint z) { uvec2 p = DecodeShadow(pixel); return mix(float(p.y) * (1.0 / 255.0), 0.0, p.x <= z); } float SampleShadow2D(ivec2 uv, uint z) { if (any(bvec4( lessThan(uv, ivec2(0)), greaterThanEqual(uv, imageSize(shadow_texture_px)) ))) return 1.0; return CompareShadow(imageLoad(shadow_texture_px, uv).x, z); } float mix2(vec4 s, vec2 a) { vec2 t = mix(s.xy, s.zw, a.yy); return mix(t.x, t.y, a.x); } vec4 shadowTexture(vec2 uv, float w) { uint z = uint(max(0, int(min(abs(w), 1.0) * float(0xFFFFFF)) - shadow_texture_bias)); vec2 coord = vec2(imageSize(shadow_texture_px)) * uv - vec2(0.5); vec2 coord_floor = floor(coord); vec2 f = coord - coord_floor; ivec2 i = ivec2(coord_floor); vec4 s = vec4( SampleShadow2D(i , z), SampleShadow2D(i + ivec2(1, 0), z), SampleShadow2D(i + ivec2(0, 1), z), SampleShadow2D(i + ivec2(1, 1), z)); return vec4(mix2(s, f)); } vec4 shadowTextureCube(vec2 uv, float w) { ivec2 size = imageSize(shadow_texture_px); vec3 c = vec3(uv, w); vec3 a = abs(c); if (a.x > a.y && a.x > a.z) { w = a.x; uv = -c.zy; if (c.x < 0.0) uv.x = -uv.x; } else if (a.y > a.z) { w = a.y; uv = c.xz; if (c.y < 0.0) uv.y = -uv.y; } else { w = a.z; uv = -c.xy; if (c.z > 0.0) uv.x = -uv.x; } uint z = uint(max(0, int(min(w, 1.0) * float(0xFFFFFF)) - shadow_texture_bias)); vec2 coord = vec2(size) * (uv / w * vec2(0.5) + vec2(0.5)) - vec2(0.5); vec2 coord_floor = floor(coord); vec2 f = coord - coord_floor; ivec2 i00 = ivec2(coord_floor); ivec2 i10 = i00 + ivec2(1, 0); ivec2 i01 = i00 + ivec2(0, 1); ivec2 i11 = i00 + ivec2(1, 1); ivec2 cmin = ivec2(0), cmax = size - ivec2(1, 1); i00 = clamp(i00, cmin, cmax); i10 = clamp(i10, cmin, cmax); i01 = clamp(i01, cmin, cmax); i11 = clamp(i11, cmin, cmax); uvec4 pixels; // This part should have been refactored into functions, // but many drivers don't like passing uimage2D as parameters if (a.x > a.y && a.x > a.z) { if (c.x > 0.0) pixels = uvec4( imageLoad(shadow_texture_px, i00).r, imageLoad(shadow_texture_px, i10).r, imageLoad(shadow_texture_px, i01).r, imageLoad(shadow_texture_px, i11).r); else pixels = uvec4( imageLoad(shadow_texture_nx, i00).r, imageLoad(shadow_texture_nx, i10).r, imageLoad(shadow_texture_nx, i01).r, imageLoad(shadow_texture_nx, i11).r); } else if (a.y > a.z) { if (c.y > 0.0) pixels = uvec4( imageLoad(shadow_texture_py, i00).r, imageLoad(shadow_texture_py, i10).r, imageLoad(shadow_texture_py, i01).r, imageLoad(shadow_texture_py, i11).r); else pixels = uvec4( imageLoad(shadow_texture_ny, i00).r, imageLoad(shadow_texture_ny, i10).r, imageLoad(shadow_texture_ny, i01).r, imageLoad(shadow_texture_ny, i11).r); } else { if (c.z > 0.0) pixels = uvec4( imageLoad(shadow_texture_pz, i00).r, imageLoad(shadow_texture_pz, i10).r, imageLoad(shadow_texture_pz, i01).r, imageLoad(shadow_texture_pz, i11).r); else pixels = uvec4( imageLoad(shadow_texture_nz, i00).r, imageLoad(shadow_texture_nz, i10).r, imageLoad(shadow_texture_nz, i01).r, imageLoad(shadow_texture_nz, i11).r); } vec4 s = vec4( CompareShadow(pixels.x, z), CompareShadow(pixels.y, z), CompareShadow(pixels.z, z), CompareShadow(pixels.w, z)); return vec4(mix2(s, f)); } #else vec4 shadowTexture(vec2 uv, float w) { return vec4(1.0); } vec4 shadowTextureCube(vec2 uv, float w) { return vec4(1.0); } #endif void main() { vec4 rounded_primary_color = byteround(primary_color); vec4 primary_fragment_color = vec4(0.0); vec4 secondary_fragment_color = vec4(0.0); if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard; float z_over_w = 2.0 * gl_FragCoord.z - 1.0; float depth = z_over_w * depth_scale + depth_offset; vec4 combiner_buffer = vec4(0.0); vec4 next_combiner_buffer = tev_combiner_buffer_color; vec4 last_tex_env_out = vec4(0.0); vec3 color_results_0_1 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0)))).rgb; vec3 color_results_0_2 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0)))).rgb; vec3 color_results_0_3 = rounded_primary_color.rgb; vec3 color_results_0[3] = vec3[3](color_results_0_1, color_results_0_2, color_results_0_3); vec3 color_output_0 = byteround(clamp(color_results_0[0] + color_results_0[1], vec3(0.0), vec3(1.0))); float alpha_results_0[3] = float[3](const_color[0].a, const_color[0].a, rounded_primary_color.a); float alpha_output_0 = byteround(clamp(alpha_results_0[0], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_0 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_0 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; next_combiner_buffer.rgb = last_tex_env_out.rgb; next_combiner_buffer.a = last_tex_env_out.a; vec3 color_results_1_1 = last_tex_env_out.rgb; vec3 color_results_1_2 = last_tex_env_out.rgb; vec3 color_results_1_3 = rounded_primary_color.rgb; vec3 color_results_1[3] = vec3[3](color_results_1_1, color_results_1_2, color_results_1_3); vec3 color_output_1 = byteround(clamp(color_results_1[0] * color_results_1[1], vec3(0.0), vec3(1.0))); float alpha_results_1[3] = float[3](const_color[1].a, const_color[1].a, rounded_primary_color.a); float alpha_output_1 = byteround(clamp(alpha_results_1[0], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_1 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_1 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; next_combiner_buffer.a = last_tex_env_out.a; vec3 color_results_2_1 = combiner_buffer.rgb; vec3 color_results_2_2 = last_tex_env_out.rgb; vec3 color_results_2_3 = rounded_primary_color.rgb; vec3 color_results_2[3] = vec3[3](color_results_2_1, color_results_2_2, color_results_2_3); vec3 color_output_2 = byteround(clamp(color_results_2[0] - color_results_2[1], vec3(0.0), vec3(1.0))); float alpha_results_2[3] = float[3](const_color[2].a, const_color[2].a, rounded_primary_color.a); float alpha_output_2 = byteround(clamp(alpha_results_2[0], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_2 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_2 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; next_combiner_buffer.a = last_tex_env_out.a; vec3 color_results_3_1 = combiner_buffer.rgb; vec3 color_results_3_2 = last_tex_env_out.rgb; vec3 color_results_3_3 = rounded_primary_color.rgb; vec3 color_results_3[3] = vec3[3](color_results_3_1, color_results_3_2, color_results_3_3); vec3 color_output_3 = byteround(clamp(color_results_3[0] + color_results_3[1], vec3(0.0), vec3(1.0))); float alpha_results_3[3] = float[3](const_color[3].a, const_color[3].a, rounded_primary_color.a); float alpha_output_3 = byteround(clamp(alpha_results_3[0], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_3 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_3 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; next_combiner_buffer.a = last_tex_env_out.a; vec3 color_results_4_1 = last_tex_env_out.rgb; vec3 color_results_4_2 = last_tex_env_out.rgb; vec3 color_results_4_3 = rounded_primary_color.rgb; vec3 color_results_4[3] = vec3[3](color_results_4_1, color_results_4_2, color_results_4_3); vec3 color_output_4 = byteround(clamp(color_results_4[0], vec3(0.0), vec3(1.0))); float alpha_results_4[3] = float[3](const_color[4].a, const_color[4].a, rounded_primary_color.a); float alpha_output_4 = byteround(clamp(alpha_results_4[0], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_4 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_4 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; vec3 color_results_5_1 = last_tex_env_out.rgb; vec3 color_results_5_2 = combiner_buffer.rgb; vec3 color_results_5_3 = const_color[5].rgb; vec3 color_results_5[3] = vec3[3](color_results_5_1, color_results_5_2, color_results_5_3); vec3 color_output_5 = byteround(clamp(color_results_5[0] * color_results_5[2] + color_results_5[1] * (vec3(1.0) - color_results_5[2]), vec3(0.0), vec3(1.0))); float alpha_results_5[3] = float[3](const_color[5].a, const_color[5].a, rounded_primary_color.a); float alpha_output_5 = byteround(clamp(alpha_results_5[0], 0.0, 1.0)); last_tex_env_out = vec4(clamp(color_output_5 * 1.0, vec3(0.0), vec3(1.0)), clamp(alpha_output_5 * 1.0, 0.0, 1.0)); combiner_buffer = next_combiner_buffer; gl_FragDepth = depth; color = byteround(last_tex_env_out); } [ 15.462369] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadProgram:102: Error linking shader: Program Link Failed for unknown reason. [ 15.462370] Debug video_core/renderer_opengl/gl_shader_util.cpp:operator():106: Assertion Failed! Shader not linked