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Creator 版本: 3.8.8
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目标平台: iOS
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重现方式:未知
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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(); }
直接AI晒.