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Full Version: Sonic Riders Zero Gravity won't run properly
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NeonArmageddon

Hello, as stated in the post title, I have problems running SR:ZG, at first I ran it in Dolphin 5.0-10888, and while the game technically ran, the screen was black and only the menu audio could be heard. Then I decided to roll back to Dolphin 5.0, having read that it was an issue that appeared somewhere between it and my version, but now Dolphin 5.0 gives me an error message saying exactly:

Failed to complie vertex shader: C:/Users/User/Documents/Dolphin Emulator/Dump/bad_vs_0000.txt
Debug info (NVIDIA Corporation, GeForce GTX 1660 Ti/PCIe/SSE2, 4.6.0 NVIDIA 431.65):
0(48): error C7532: layout qualifier 'binding' requires "#version 420" or later
0(48): error C0000: ... or #extension
GL_ARB_shading_language_420pack: enable

The contents of the txt file are this:

#version 400




#define SAMPLER_BINDING(x)













#define float2 vec2
#define float3 vec3
#define float4 vec4
#define uint2 uvec2
#define uint3 uvec3
#define uint4 uvec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define frac fract
#define lerp mix
struct Light {
int4 color;
float4 cosatt;
float4 distatt;
float4 pos;
float4 dir;
};
layout(std140, binding = 2) uniform VSBlock {
float4 cpnmtx[6];
float4 cproj[4];
int4 cmtrl[4];
Light clights[8];
float4 ctexmtx[24];
float4 ctrmtx[64];
float4 cnmtx[32];
float4 cpostmtx[64];
float4 cpixelcenter;
};
struct VS_OUTPUT {
float4 pos;
float4 colors_0;
float4 colors_1;
float3 tex0;
float4 clipPos;
};
in float4 rawpos; // ATTR0,
in float4 color0; // ATTR5,
in float2 tex0; // ATTR8,
out VertexData {
float4 pos;
float4 colors_0;
float4 colors_1;
float3 tex0;
float4 clipPos;
} vs;
void main()
{
VS_OUTPUT o;
float4 pos = float4(dot(cpnmtx[0], rawpos), dot(cpnmtx[1], rawpos), dot(cpnmtx[2], rawpos), 1.0);
float3 _norm0 = float3(0.0, 0.0, 0.0);
o.pos = float4(dot(cproj[0], pos), dot(cproj[1], pos), dot(cproj[2], pos), dot(cproj[3], pos));
int4 lacc;
float3 ldir, h, cosAttn, distAttn;
float dist, dist2, attn;
{
int4 mat = int4(round(color0 * 255.0));
lacc = int4(255, 255, 255, 255);
lacc.w = 255;
lacc = clamp(lacc, 0, 255);
o.colors_0 = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;
}
o.colors_1 = o.colors_0;
float4 coord = float4(0.0, 0.0, 1.0, 1.0);
{
coord = float4(0.0, 0.0, 1.0, 1.0);
coord = float4(tex0.x, tex0.y, 1.0, 1.0);
coord.z = 1.0;
o.tex0.xyz = float3(dot(coord, ctexmtx[0]), dot(coord, ctexmtx[1]), 1);
float4 P0 = cpostmtx[61];
float4 P1 = cpostmtx[62];
float4 P2 = cpostmtx[63];
o.tex0.xyz = float3(dot(P0.xyz, o.tex0.xyz) + P0.w, dot(P1.xyz, o.tex0.xyz) + P1.w, dot(P2.xyz, o.tex0.xyz) + P2.w);
}
o.clipPos = o.pos;
o.pos.z = -o.pos.z;
o.pos.xy = o.pos.xy - o.pos.w * cpixelcenter.xy;
vs.pos = o.pos;
vs.colors_0 = o.colors_0;
vs.colors_1 = o.colors_1;
vs.tex0 = o.tex0;
vs.clipPos = o.clipPos;
gl_Position = o.pos;
}
0(48) : error C7532: layout qualifier 'binding' requires "#version 420" or later
0(48) : error C0000: ... or #extension GL_ARB_shading_language_420pack : enable


Any help would be appreciated, thanks in advance.

NeonArmageddon

Okay, nevermind, I just had no engine chosen in the Graphics menu. I set it to Direct3D 11 and the black screen issue fixed itself. Sorry for making a pointless thread I guess :/