It looks like this is the error but can you confirm please?
2022-11-25 21:15:32.503 6545-6576/? E/chromium: [ERROR:shader_manager.cc(133)] Shader translator allowed/produced an invalid shader unless the driver is buggy:
--Log from shader translator--
--original-shader--
#version 300 es
precision highp float;
precision highp sampler2DShadow;
#define varying in
out highp vec4 pc_fragColor;
#define gl_FragColor pc_fragColor
#define texture2D texture
#define texture2DBias texture
#define textureCube texture
#define texture2DProj textureProj
#define texture2DLodEXT textureLod
#define texture2DProjLodEXT textureProjLod
#define textureCubeLodEXT textureLod
#define texture2DGradEXT textureGrad
#define texture2DProjGradEXT textureProjGrad
#define textureCubeGradEXT textureGrad
#define textureShadow(res, uv) textureGrad(res, uv, vec2(1, 1), vec2(1, 1))
#define GL2
#define SUPPORTS_TEXLOD
#define SHADER_NAME LitShader
#define LIT_SPECULAR
#define LIT_SPECULAR_FRESNEL
#define LIT_CONSERVE_ENERGY
varying vec3 vPositionW;
varying vec3 vNormalW;
varying vec2 vUv0;
uniform vec3 view_position;
uniform vec3 light_globalAmbient;
float square(float x) {
return x*x;
}
float saturate(float x) {
return clamp(x, 0.0, 1.0);
}
vec3 saturate(vec3 x) {
return clamp(x, vec3(0.0), vec3(1.0));
}
vec3 detailMode_mul(vec3 c1, vec3 c2) {
return c1 * c2;
}
vec3 detailMode_add(vec3 c1, vec3 c2) {
return c1 + c2;
}
vec3 detailMode_screen(vec3 c1, vec3 c2) {
return 1.0 - (1.0 - c1)*(1.0 - c2);
}
vec3 detailMode_overlay(vec3 c1, vec3 c2) {
return mix(1.0 - 2.0*(1.0 - c1)*(1.0 - c2), 2.0*c1*c2, step(c1, vec3(0.5)));
}
vec3 detailMode_min(vec3 c1, vec3 c2) {
return min(c1, c2);
}
vec3 detailMode_max(vec3 c1, vec3 c2) {
return max(c1, c2);
}
vec4 dReflection;
mat3 dTBN;
vec3 dVertexNormalW;
vec3 dViewDirW;
vec3 dReflDirW;
vec3 dHalfDirW;
vec3 dDiffuseLight;
vec3 dSpecularLight;
vec3 dLightDirNormW;
vec3 dLightDirW;
vec3 dLightPosW;
vec3 dShadowCoord;
float dAtten;
float dAttenD;
vec3 dAtten3;
float ccFresnel;
vec3 ccReflection;
vec3 ccSpecularLight;
vec3 sSpecularLight;
vec3 sReflection;
uniform float textureBias;
float dAlpha;
vec3 dNormalW;
vec3 dAlbedo;
vec3 dSpecularity;
float dGlossiness;
vec3 dEmission;
uniform sampler2D texture_opacityMap;
float getSpotEffect(vec3 lightSpotDirW, float lightInnerConeAngle, float lightOuterConeAngle) {
float cosAngle = dot(dLightDirNormW, lightSpotDirW);
return smoothstep(lightOuterConeAngle, lightInnerConeAngle, cosAngle);
}
float getFalloffWindow(float lightRadius) {
float sqrDist = dot(dLightDirW, dLightDirW);
float invRadius = 1.0 / lightRadius;
return square( saturate( 1.0 - square( sqrDist * square(invRadius) ) ) );
}
float getFalloffInvSquared(float lightRadius) {
float sqrDist = dot(dLightDirW, dLightDirW);
float falloff = 1.0 / (sqrDist + 1.0);
float invRadius = 1.0 / lightRadius;
falloff *= 16.0;
falloff *= square( saturate( 1.0 - square( sqrDist * square(invRadius) ) ) );
return falloff;
}
float getFalloffLinear(float lightRadius) {
float d = length(dLightDirW);
return max(((lightRadius - d) / lightRadius), 0.0);
}
void getLightDirPoint(vec3 lightPosW) {
dLightDirW = vPositionW - lightPosW;
dLightDirNormW = normalize(dLightDirW);
dLightPosW = lightPosW;
}
#define AREA_R8_G8_B8_A8_LUTS
#define AREA_LIGHTS
uniform lowp sampler2D areaLightsLutTex1;
uniform lowp sampler2D areaLightsLutTex2;
uniform vec3 light0_color;
uniform vec3 light0_direction;
const float PI = 3.141592653589793;
vec2 toSpherical(vec3 dir) {
return vec2(dir.xz == vec2(0.0) ? 0.0 : atan(dir.x, dir.z), asin(dir.y));
}
vec2 toSphericalUv(vec3 dir) {
vec2 uv = toSpherical(dir) / vec2(PI * 2.0, PI) + 0.5;
return vec2(uv.x, 1.0 - uv.y);
}
vec3 decodeLinear(vec4 raw) {
return raw.rgb;
}
float decodeGamma(float raw) {
return pow(raw, 2.2);
}
vec3 decodeGamma(vec3 raw) {
return pow(raw, vec3(2.2));
}
vec3 decodeGamma(vec4 raw) {
return pow(raw.xyz, vec3(2.2));
}
vec3 decodeRGBM(vec4 raw) {
vec3 color = (8.0 * raw.a) * raw.rgb;
return color * color;
}
vec3
2022-11-25 21:15:32.881 6362-6385/? I/zygote: Background concurrent copying GC freed 43645(1719KB) AllocSpace objects, 1(80KB) LOS objects, 24% free, 5MB/7MB, paused 297us total 227.994ms
2022-11-25 21:15:32.989 6545-6576/? E/IMGSRV: :0: DoCompileShader: Failed to compile shader
2022-11-25 21:15:32.990 6545-6576/? E/chromium: [ERROR:shader_manager.cc(133)] Shader translator allowed/produced an invalid shader unless the driver is buggy:
--Log from shader translator--
--original-shader--
#version 300 es
precision highp float;
precision highp sampler2DShadow;
#define varying in
out highp vec4 pc_fragColor;
#define gl_FragColor pc_fragColor
#define texture2D texture
#define texture2DBias texture
#define textureCube texture
#define texture2DProj textureProj
#define texture2DLodEXT textureLod
#define texture2DProjLodEXT textureProjLod
#define textureCubeLodEXT textureLod
#define texture2DGradEXT textureGrad
#define texture2DProjGradEXT textureProjGrad
#define textureCubeGradEXT textureGrad
#define textureShadow(res, uv) textureGrad(res, uv, vec2(1, 1), vec2(1, 1))
#define GL2
#define SUPPORTS_TEXLOD
#define SHADER_NAME LitShader
#define LIT_SPECULAR
#define LIT_SPECULAR_FRESNEL
#define LIT_CONSERVE_ENERGY
varying vec3 vPositionW;
varying vec3 vNormalW;
varying vec2 vUv0;
uniform vec3 view_position;
uniform vec3 light_globalAmbient;
float square(float x) {
return x*x;
}
float saturate(float x) {
return clamp(x, 0.0, 1.0);
}
vec3 saturate(vec3 x) {
return clamp(x, vec3(0.0), vec3(1.0));
}
vec3 detailMode_mul(vec3 c1, vec3 c2) {
return c1 * c2;
}
vec3 detailMode_add(vec3 c1, vec3 c2) {
return c1 + c2;
}
vec3 detailMode_screen(vec3 c1, vec3 c2) {
return 1.0 - (1.0 - c1)*(1.0 - c2);
}
vec3 detailMode_overlay(vec3 c1, vec3 c2) {
return mix(1.0 - 2.0*(1.0 - c1)*(1.0 - c2), 2.0*c1*c2, step(c1, vec3(0.5)));
}
vec3 detailMode_min(vec3 c1, vec3 c2) {
return min(c1, c2);
}
vec3 detailMode_max(vec3 c1, vec3 c2) {
return max(c1, c2);
}
vec4 dReflection;
mat3 dTBN;
vec3 dVertexNormalW;
vec3 dViewDirW;
vec3 dReflDirW;
vec3 dHalfDirW;
vec3 dDiffuseLight;
vec3 dSpecularLight;
vec3 dLightDirNormW;
vec3 dLightDirW;
vec3 dLightPosW;
vec3 dShadowCoord;
float dAtten;
float dAttenD;
vec3 dAtten3;
float ccFresnel;
vec3 ccReflection;
vec3 ccSpecularLight;
vec3 sSpecularLight;
vec3 sReflection;
uniform float textureBias;
float dAlpha;
vec3 dNormalW;
vec3 dAlbedo;
vec3 dSpecularity;
float dGlossiness;
vec3 dEmission;
uniform sampler2D texture_opacityMap;
float getSpotEffect(vec3 lightSpotDirW, float lightInnerConeAngle, float lightOuterConeAngle) {
float cosAngle = dot(dLightDirNormW, lightSpotDirW);
return smoothstep(lightOuterConeAngle, lightInnerConeAngle, cosAngle);
}
float getFalloffWindow(float lightRadius) {
float sqrDist = dot(dLightDirW, dLightDirW);
float invRadius = 1.0 / lightRadius;
return square( saturate( 1.0 - square( sqrDist * square(invRadius) ) ) );
}
float getFalloffInvSquared(float lightRadius) {
float sqrDist = dot(dLightDirW, dLightDirW);
float falloff = 1.0 / (sqrDist + 1.0);
float invRadius = 1.0 / lightRadius;
falloff *= 16.0;
falloff *= square( saturate( 1.0 - square( sqrDist * square(invRadius) ) ) );
return falloff;
}
float getFalloffLinear(float lightRadius) {
float d = length(dLightDirW);
return max(((lightRadius - d) / lightRadius), 0.0);
}
void getLightDirPoint(vec3 lightPosW) {
dLightDirW = vPositionW - lightPosW;
dLightDirNormW = normalize(dLightDirW);
dLightPosW = lightPosW;
}
#define AREA_R8_G8_B8_A8_LUTS
#define AREA_LIGHTS
uniform lowp sampler2D areaLightsLutTex1;
uniform lowp sampler2D areaLightsLutTex2;
uniform vec3 light0_color;
uniform vec3 light0_direction;
const float PI = 3.141592653589793;
vec2 toSpherical(vec3 dir) {
return vec2(dir.xz == vec2(0.0) ? 0.0 : atan(dir.x, dir.z), asin(dir.y));
}
vec2 toSphericalUv(vec3 dir) {
vec2 uv = toSpherical(dir) / vec2(PI * 2.0, PI) + 0.5;
return vec2(uv.x, 1.0 - uv.y);
}
vec3 decodeLinear(vec4 raw) {
return raw.rgb;
}
float decodeGamma(float raw) {
return pow(raw, 2.2);
}
vec3 decodeGamma(vec3 raw) {
return pow(raw, vec3(2.2));
}
vec3 decodeGamma(vec4 raw) {
return pow(raw.xyz, vec3(2.2));
}
vec3 decodeRGBM(vec4 raw) {
vec3 color = (8.0 * raw.a) * raw.rgb;
return color * color;
}
vec3