ios27有顶点着色器相关报错

  • Creator 版本: 3.8.8

  • 目标平台: iOS

  • 重现方式:未知

  • 首个报错: [error] Error 16323, please go to https://github.com/cocos/cocos-engine/blob/3.8.8/EngineErrorMap.md#16323 to see details. Arguments: VertexShader, for2d/builtin-sprite|sprite-vs:vert|sprite-fs:frag|USE_LOCAL1|USE_TEXTURE1
    [error] Error 16324, please go to https://github.com/cocos/cocos-engine/blob/3.8.8/EngineErrorMap.md#16324 to see details. Arguments:
    1 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
    2 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
    3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
    4 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
    5 #define CC_PLATFORM_ANDROID_AND_WEBGL 0
    6 #define CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES 0
    7 #define CC_JOINT_UNIFORM_CAPACITY 256
    8 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 56
    9 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 1
    10 #define USE_LOCAL 1
    11 #define SAMPLE_FROM_RT 0
    12 #define USE_PIXEL_ALIGNMENT 0
    13 #define CC_USE_EMBEDDED_ALPHA 0
    14 #define USE_ALPHA_TEST 0
    15 #define USE_TEXTURE 1
    16 #define IS_GRAY 0
    17
    18 precision highp float;
    19 layout(std140) uniform CCGlobal {
    20 highp vec4 cc_time;
    21 mediump vec4 cc_screenSize;
    22 mediump vec4 cc_nativeSize;
    23 mediump vec4 cc_probeInfo;
    24 mediump vec4 cc_debug_view_mode;
    25 };
    26 layout(std140) uniform CCCamera {
    27 highp mat4 cc_matView;
    28 highp mat4 cc_matViewInv;
    29 highp mat4 cc_matProj;
    30 highp mat4 cc_matProjInv;
    31 highp mat4 cc_matViewProj;
    32 highp mat4 cc_matViewProjInv;
    33 highp vec4 cc_cameraPos;
    34 mediump vec4 cc_surfaceTransform;
    35 mediump vec4 cc_screenScale;
    36 mediump vec4 cc_exposure;
    37 mediump vec4 cc_mainLitDir;
    38 mediump vec4 cc_mainLitColor;
    39 mediump vec4 cc_ambientSky;
    40 mediump vec4 cc_ambientGround;
    41 mediump vec4 cc_fogColor;
    42 mediump vec4 cc_fogBase;
    43 mediump vec4 cc_fogAdd;
    44 mediump vec4 cc_nearFar;
    45 mediump vec4 cc_viewPort;
    46 };
    47 #if USE_LOCAL
    48 layout(std140) uniform CCLocal {
    49 highp mat4 cc_matWorld;
    50 highp mat4 cc_matWorldIT;
    51 highp vec4 cc_lightingMapUVParam;
    52 highp vec4 cc_localShadowBias;
    53 highp vec4 cc_reflectionProbeData1;
    54 highp vec4 cc_reflectionProbeData2;
    55 highp vec4 cc_reflectionProbeBlendData1;
    56 highp vec4 cc_reflectionProbeBlendData2;
    57 };
    58 #endif
    59 #if SAMPLE_FROM_RT
    60 #define QUATER_PI 0.78539816340
    61 #define HALF_PI 1.57079632679
    62 #define PI 3.14159265359
    63 #define PI2 6.28318530718
    64 #define PI4 12.5663706144
    65 #define INV_QUATER_PI 1.27323954474
    66 #define INV_HALF_PI 0.63661977237
    67 #define INV_PI 0.31830988618
    68 #define INV_PI2 0.15915494309
    69 #define INV_PI4 0.07957747155
    70 #define EPSILON 1e-6
    71 #define EPSILON_LOWP 1e-4
    72 #define LOG2 1.442695
    73 #define EXP_VALUE 2.71828183
    74 #define FP_MAX 65504.0
    75 #define FP_SCALE 0.0009765625
    76 #define FP_SCALE_INV 1024.0
    77 #define GRAY_VECTOR vec3(0.299, 0.587, 0.114)
    78 #define LIGHT_MAP_TYPE_DISABLED 0
    79 #define LIGHT_MAP_TYPE_ALL_IN_ONE 1
    80 #define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2
    81 #define REFLECTION_PROBE_TYPE_NONE 0
    82 #define REFLECTION_PROBE_TYPE_CUBE 1
    83 #define REFLECTION_PROBE_TYPE_PLANAR 2
    84 #define REFLECTION_PROBE_TYPE_BLEND 3
    85 #define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4
    86 #define LIGHT_TYPE_DIRECTIONAL 0.0
    87 #define LIGHT_TYPE_SPHERE 1.0
    88 #define LIGHT_TYPE_SPOT 2.0
    89 #define LIGHT_TYPE_POINT 3.0
    90 #define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0
    91 #define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)
    92 #define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)
    93 #define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)
    94 #define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)
    95 #define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)
    96 #define TONE_MAPPING_ACES 0
    97 #define TONE_MAPPING_LINEAR 1
    98 #define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0
    99 #ifndef CC_SURFACES_DEBUG_VIEW_SINGLE
    100 #define CC_SURFACES_DEBUG_VIEW_SINGLE 1
    101 #endif
    102 #ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC
    103 #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2
    104 #endif
    105 #endif
    106 in vec3 a_position;
    107 in vec2 a_texCoord;
    108 in vec4 a_color;
    109 out vec4 color;
    110 out vec2 uv0;
    111 vec4 vert () {
    112 vec4 pos = vec4(a_position, 1);
    113 #if USE_LOCAL
    114 pos = cc_matWorld * pos;
    115 #endif
    116 #if USE_PIXEL_ALIGNMENT
    117 pos = cc_matView * pos;
    118 pos.xyz = floor(pos.xyz);
    119 pos = cc_matProj * pos;
    120 #else
    121 pos = cc_matViewProj * pos;
    122 #endif
    123 uv0 = a_texCoord;
    124 #if SAMPLE_FROM_RT
    125 uv0 = cc_cameraPos.w > 1.0 ? vec2(uv0.x, 1.0 - uv0.y) : uv0;
    126 #endif
    127 color = a_color;
    128 return pos;
    129 }
    130 void main() { gl_Position = vert(); }

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