MEIZU PRO 7PULS PowerVR 7XTP shder compile failed no error

Hi, Shader compilation problem on PowerVR only,Failed to compile shader with no detail errors info on
MEIZU PRO 7PULS PowerVR 7XTP

#version 310 es

#define UE_EXT_shader_framebuffer_fetch 1

#define INTERFACE_LOCATION(Pos) layout(location=Pos)
#define INTERFACE_BLOCK(Pos, Interp, Modifiers, Semantic, PreType, PostType) layout(location=Pos) Modifiers Semantic { PreType PostType; }
#define HLSLCC_DX11ClipSpace 1

// end extensions
precision mediump float;
precision highp int;

void compiler_internal_AdjustInputSemantic(inout vec4 TempVariable)
{
#if HLSLCC_DX11ClipSpace
TempVariable.y = -TempVariable.y;
TempVariable.z = ( TempVariable.z + TempVariable.w ) / 2.0;
#endif
}

void compiler_internal_AdjustOutputSemantic(inout vec4 Src)
{
#if HLSLCC_DX11ClipSpace
Src.y = -Src.y;
Src.z = ( 2.0 * Src.z ) - Src.w;
#endif
}

bool compiler_internal_AdjustIsFrontFacing(bool isFrontFacing)
{
#if HLSLCC_DX11ClipSpace
return !isFrontFacing;
#else
return isFrontFacing;
#endif
}
uniform vec4 pc0_m[5];
uniform vec4 pu_m[2];
uniform highp sampler2D ps0;
uniform highp sampler2D ps1;
INTERFACE_LOCATION(0) in vec4 in_COLOR0;
INTERFACE_LOCATION(3) in highp vec4 in_TEXCOORD1;
INTERFACE_LOCATION(0) out vec4 out_Target0;
void main()
{
vec4 v0;
highp vec2 v1;
v1.xy = (in_TEXCOORD1.xyin_TEXCOORD1.zw);
vec2 v2;
highp float f3;
f3 = pc0_m[2].x;
float h4;
h4 = (v1.x
f3);
v2.x = (h4+pc0_m[2].y);
highp float f5;
f5 = pc0_m[2].z;
float h6;
h6 = (v1.yf5);
v2.y = (h6+pc0_m[2].w);
vec4 v7;
highp vec2 v8;
v8.xy = v2;
v7.xyzw = texture(ps1,v8);
vec2 v9;
highp vec2 v10;
v10.xy = vec2(5.000000e-01,5.000000e-01);
vec2 v11;
v11.xy = ((v10
vec2(-1.000000e+00,-1.000000e+00))+v1);
v9.xy = v11;
vec2 v12;
v12.x = dot(v9,vec2(-4.371139e-08,-1.000000e+00));
v12.y = dot(v9,vec2(1.000000e+00,-4.371139e-08));
vec2 v13;
v13.xy = (v12vec2(2.000000e+00,-2.000000e+00));
float h14;
h14 = floor((pc0_m[3].x+fract((atan(v13.y,v13.x)/6.283185e+00))));
vec2 v15;
highp float f16;
f16 = pc0_m[3].y;
float h17;
h17 = (v1.x
f16);
v15.x = (h17+pc0_m[3].z);
highp float f18;
f18 = pc0_m[3].w;
float h19;
h19 = (v1.yf18);
v15.y = (h19+pc0_m[4].x);
vec4 v20;
highp vec2 v21;
v21.xy = v15;
v20.xyzw = texture(ps0,v21);
float h22;
h22 = (1.000000e+00+(-h14));
vec4 v23;
v23.xyz = max((((pc0_m[0].xyz
v7.xyz)vec3(h14))+((pc0_m[1].xyzv20.xyz)vec3(h22))),vec3(0.000000e+00,0.000000e+00,0.000000e+00));
v23.w = clamp(((((pc0_m[4].y
v7.w)h14)+((pc0_m[4].zv20.w)*h22))pc0_m[4].w),0.000000e+00,1.000000e+00);
vec4 v24;
v24.xyzw = (v23
in_COLOR0);
v0.xyzw = v24;
if ((pu_m[1].x!=0.000000e+00))
{
float h25;
h25 = dot(vec3(3.000000e-01,5.900000e-01,1.100000e-01),v24.xyz);
highp vec3 v26;
highp float f27;
f27 = h25;
v26.x = f27;
highp float f28;
f28 = h25;
v26.y = f28;
highp float f29;
f29 = h25;
v26.z = f29;
highp vec3 v30;
v30.xyz = v24.xyz;
vec3 v31;
v31.xyz = mix(v30,v26,vec3(8.000000e-01,8.000000e-01,8.000000e-01));
v0.xyz = v31;
float h32;
h32 = distance(v0.xyz,vec3(1.000000e-01,1.000000e-01,1.000000e-01));
v0.xyz = mix(v0.xyz,vec3(1.000000e-01,1.000000e-01,1.000000e-01),vec3(clamp(h32,0.000000e+00,8.000000e-01)));
}
vec4 v33;
v33.xyzw = v0;
if ((pu_m[0].w!=1.000000e+00))
{
highp vec3 v34;
v34.xyz = v0.xyz;
highp float f35;
f35 = pu_m[0].w;
vec3 v36;
v36.xyz = clamp((((v34+vec3(-2.500000e-01,-2.500000e-01,-2.500000e-01))vec3(f35))+vec3(2.500000e-01,2.500000e-01,2.500000e-01)),vec3(0.000000e+00,0.000000e+00,0.000000e+00),vec3(1.000000e+00,1.000000e+00,1.000000e+00));
v33.xyz = v36;
}
v0.xyzw = v33;
vec3 v37;
v37.xyz = v33.xyz;
vec3 v38;
v38.xyz = v33.xyz;
if ((pu_m[0].y!=1.000000e+00))
{
vec3 v39;
v39.xyz = max(vec3(6.103520e-05,6.103520e-05,6.103520e-05),pow(v37,pu_m[0].xxx));
v38.xyz = min((v39
vec3(1.292000e+01,1.292000e+01,1.292000e+01)),((pow(max(v39,vec3(3.130670e-03,3.130670e-03,3.130670e-03)),vec3(4.166667e-01,4.166667e-01,4.166667e-01))*vec3(1.055000e+00,1.055000e+00,1.055000e+00))+vec3(-5.500000e-02,-5.500000e-02,-5.500000e-02)));
}
v0.xyz = v38;
out_Target0.xyzw = v0;
}

Needs your help!

Thanks

Regards

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