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Game title |
Version |
Latest Report |
Message |
EA-Sports FC PC-V |
v1.9.4 |
2024-05-01 |
Savedata version requested: 3 |
PES FL 2022 |
v1.17.1 |
2024-05-01 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
PES FL 2022 |
v1.11.3-1276-g192a43c1c |
2024-04-21 |
Unknown GetPointer 00000000 PC 08816130 LR 08816144 |
PES FL 2022 |
v1.11.3-1276-g192a43c1c |
2024-04-21 |
Savedata version requested on save: 3 |
PES FL 2022 |
v1.8.0 |
2024-04-17 |
Savedata version requested on save: 3 |
PES FL 2022 |
v1.8.0 |
2024-04-24 |
Savedata version requested: 3 |
EA SPORTS FC 24 PPSSPP BY MP |
v1.9.4 |
2024-04-30 |
Unknown GetPointer 00000000 PC 08816130 LR 08816144 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-04-07 |
Branch in Jump delay slot at 09ed8b10 in block starting at 09ed0000 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-04-07 |
Jump to invalid address: 07355a20 |
仮面ライダー 超クライマックスヒーローズ |
v1.11.3-1276-g192a43c1c |
2024-04-07 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 92160 |
仮面ライダー 超クライマックスヒーローズ |
v1.11.3-1276-g192a43c1c |
2024-04-07 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 146538036 |
仮面ライダー 超クライマックスヒーローズ |
v1.11.3-1276-g192a43c1c |
2024-04-07 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146728056 |
仮面ライダー 超クライマックスヒーローズ |
v1.11.3-1276-g192a43c1c |
2024-04-07 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146720128 |
仮面ライダー 超クライマックスヒーローズ |
v1.11.3-1276-g192a43c1c |
2024-04-07 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 5177420 |
仮面ライダー 超クライマックスヒーローズ |
v1.11.3-1276-g192a43c1c |
2024-04-07 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143598036 |
仮面ライダー 超クライマックスヒーローズ |
v1.11.3-1276-g192a43c1c |
2024-04-07 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148111360 |
仮面ライダー 超クライマックスヒーローズ |
v1.11.3-1276-g192a43c1c |
2024-04-07 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 800 |
仮面ライダー 超クライマックスヒーローズ |
v1.11.3-1276-g192a43c1c |
2024-04-07 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167509648 |
仮面ライダー 超クライマックスヒーローズ |
v1.11.3-1276-g192a43c1c |
2024-04-07 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145463692 |
仮面ライダー 超クライマックスヒーローズ |
v1.11.3-1276-g192a43c1c |
2024-04-07 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146507860 |
仮面ライダー 超クライマックスヒーローズ |
v1.11.3-1276-g192a43c1c |
2024-04-07 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=ffffabcd, pos=0, access=1, data=2, text=2 |
仮面ライダー 超クライマックスヒーローズ |
v1.11.3-1276-g192a43c1c |
2024-04-07 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148119992 |
EA SPORTS FC 24 PPSSPP BY MP |
v1.9.4 |
2024-05-01 |
Savedata version requested on save: 3 |
EA SPORTS FC 24 PPSSPP BY MP |
v1.9.4 |
2024-05-01 |
Savedata version requested: 3 |
真・三國無双5 Special |
v1.11.3-1276-g192a43c1c |
2024-04-05 |
__KernelStopThread: thread 357 does not exist |
Dragon Ball Super: Multiverse Break |
v1.11.3-1276-g192a43c1c |
2024-04-03 |
Error in shader compilation: info: Compile failed.
ERROR: 0:19: 'assign' : l-value required (can't modify a vertex in/attribute variable)
1 compilation errors. No code generated.
00000000:0000001a THR C Tex
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
Dragon Ball Super: Multiverse Break |
v1.11.3-1276-g192a43c1c |
2024-04-03 |
Error in shader compilation: info: Compile failed.
ERROR: 0:44: 'assign' : l-value required (can't modify a vertex in/attribute variable)
1 compilation errors. No code generated.
00000000:00010130 HWX Tex TexProjPos UVMtx Cull
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(0.000000, 0.000000, -804.749023)*viewPos.w;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
Dragon Ball Super: Multiverse Break |
v1.11.3-1276-g192a43c1c |
2024-04-03 |
Error in shader compilation: info: Compile failed.
ERROR: 0:40: 'assign' : l-value required (can't modify a vertex in/attribute variable)
1 compilation errors. No code generated.
00000000:00000920 HWX T Cull
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(0.000000, 0.000000, -804.749023)*viewPos.w;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
Dragon Ball Super: Multiverse Break |
v1.11.3-1276-g192a43c1c |
2024-04-03 |
Error in shader compilation: info: Compile failed.
ERROR: 0:19: 'assign' : l-value required (can't modify a vertex in/attribute variable)
1 compilation errors. No code generated.
00000000:00000012 THR Tex
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
Dragon Ball Super: Multiverse Break |
v1.11.3-1276-g192a43c1c |
2024-04-03 |
Error in shader compilation: info: Compile failed.
ERROR: 0:44: 'assign' : l-value required (can't modify a vertex in/attribute variable)
1 compilation errors. No code generated.
00000000:00000930 HWX T Tex Cull
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(0.000000, 0.000000, -804.749023)*viewPos.w;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
Dragon Ball Super: Multiverse Break |
v1.11.3-1276-g192a43c1c |
2024-04-03 |
Error in shader compilation: info: Compile failed.
ERROR: 0:45: 'assign' : l-value required (can't modify a vertex in/attribute variable)
1 compilation errors. No code generated.
00000000:00000938 HWX C T Tex Cull
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(0.000000, 0.000000, -804.749023)*viewPos.w;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
Dragon Ball Super: Multiverse Break |
v1.11.3-1276-g192a43c1c |
2024-04-03 |
Error in shader compilation: info: Compile failed.
ERROR: 0:16: 'assign' : l-value required (can't modify a vertex in/attribute variable)
1 compilation errors. No code generated.
00000000:0000000a THR C
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
in float h_depth;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
PES MY 2024 |
v1.7.5 |
2024-05-01 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-03-29 |
Error in shader compilation: info: ERROR: 0:21: 'assign' : l-value required "h_depth" (can't modify an attribute)
ERROR: 0:22: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 2 compilation errors. No code generated.
00000000:0000001a THR C Tex
#version 320 es
// Adreno (TM) 506 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
in vec3 h_normal;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
v_color0.rgb = vec3(0.0);
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-03-29 |
Error in shader compilation: info: ERROR: 0:51: 'assign' : l-value required "h_depth" (can't modify an attribute)
ERROR: 0:52: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 2 compilation errors. No code generated.
00000000:00010130 HWX Tex TexProjPos UVMtx Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Adreno (TM) 506 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_color0.rgb = vec3(0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-03-29 |
Error in shader compilation: info: ERROR: 0:21: 'assign' : l-value required "h_depth" (can't modify an attribute)
ERROR: 0:22: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 2 compilation errors. No code generated.
00000000:00000012 THR Tex
#version 320 es
// Adreno (TM) 506 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
in vec3 h_normal;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
v_color0.rgb = vec3(0.0);
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-03-23 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:42: 'h_depth' : undeclared identifier
ERROR: 0:42: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
layout (early_fragment_tests) in;
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec2 u_fogcoef;
float u_stencilReplaceValue;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
int u_pad3;
vec3 u_fogcolor;
vec3 u_texenv;
ivec4 u_alphacolorref;
ivec4 u_alphacolormask;
vec3 u_blendFixA;
vec3 u_blendFixB;
vec4 u_texclamp;
vec2 u_texclampoff;
};
layout (location = 1) in lowp vec4 v_color0;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 v = v_color0;
if (h_depth > 0.503448) v.rgb = vec3(0.0);
fragColor0 = v;
if (h_depth < 0.001) discard;
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-03-23 |
Error in shader compilation: info: 0:19: S0027: Cannot modify an input variable
00000000:00000012 THR Tex
#version 320 es
// Mali-G51 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-03-23 |
Error in shader compilation: info: 0:19: S0027: Cannot modify an input variable
00000000:0000001a THR C Tex
#version 320 es
// Mali-G51 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-03-23 |
Error in shader compilation: info: 0:16: S0027: Cannot modify an input variable
00000000:0000000a THR C
#version 320 es
// Mali-G51 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
in float h_depth;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-03-23 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:47: 'h_depth' : undeclared identifier
ERROR: 0:47: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
layout (early_fragment_tests) in;
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec2 u_fogcoef;
float u_stencilReplaceValue;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
int u_pad3;
vec3 u_fogcolor;
vec3 u_texenv;
ivec4 u_alphacolorref;
ivec4 u_alphacolormask;
vec3 u_blendFixA;
vec3 u_blendFixB;
vec4 u_texclamp;
vec2 u_texclampoff;
};
layout (binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
if (h_depth > 0.503448) v.rgb = vec3(0.0);
fragColor0 = v;
if (h_depth < 0.001) discard;
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-03-23 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:46: 'h_depth' : undeclared identifier
ERROR: 0:46: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
layout (early_fragment_tests) in;
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec2 u_fogcoef;
float u_stencilReplaceValue;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
int u_pad3;
vec3 u_fogcolor;
vec3 u_texenv;
ivec4 u_alphacolorref;
ivec4 u_alphacolormask;
vec3 u_blendFixA;
vec3 u_blendFixB;
vec4 u_texclamp;
vec2 u_texclampoff;
};
layout (binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (h_depth > 0.503448) v.rgb = vec3(0.0);
fragColor0 = v;
if (h_depth < 0.001) discard;
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-03-23 |
Vulkan error in shader compilation: info: ERROR: 0:40: 'location' : SPIR-V requires location for user input/output
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec2 u_fogcoef;
float u_stencilReplaceValue;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
int u_pad3;
vec3 u_fogcolor;
vec3 u_texenv;
ivec4 u_alphacolorref;
ivec4 u_alphacolormask;
vec3 u_blendFixA;
vec3 u_blendFixB;
vec4 u_texclamp;
vec2 u_texclampoff;
};
layout (location = 0) in vec4 position;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
in float h_depth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999;
gl_PointSize = 1.0;
h_depth = outPos.z/outPos.w;
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-03-23 |
Error in shader compilation: info: 0:42: S0027: Cannot modify an input variable
00000000:00000930 HWX T Tex Cull
#version 320 es
// Mali-T830 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-03-23 |
Error in shader compilation: info: 0:42: S0027: Cannot modify an input variable
00000000:00010130 HWX Tex TexProjPos UVMtx Cull
#version 320 es
// Mali-T830 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-03-23 |
Error in shader compilation: info: 0:43: S0027: Cannot modify an input variable
00000000:00000938 HWX C T Tex Cull
#version 320 es
// Mali-T830 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Pro evolution soccer 4 |
v1.17.1 |
2024-05-01 |
Savedata version requested: 3 |
PES FL 2022 |
v1.17.1 |
2024-05-01 |
Savedata version requested: 3 |
PES MY 2024 |
v1.8.0 |
2024-05-01 |
Savedata version requested on save: 3 |
PES MY 2024 |
v1.9.4 |
2024-05-01 |
Savedata version requested: 3 |
PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2024-05-01 |
Savedata version requested: 3 |
PES FL 2022 |
v1.7.5 |
2024-05-01 |
Unknown GetPointer 00000000 PC 08816130 LR 08816144 |
eFootball PC - V. |
v1.9.4 |
2024-05-01 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball PC - V. |
v1.9.4 |
2024-05-01 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFootball PC - V. |
v1.9.4 |
2024-05-01 |
Savedata version requested on save: 3 |
PES FL 2022 |
v1.14.3 |
2024-04-28 |
Savedata version requested on save: 3 |
PES FL 2022 |
v1.17.1-334-g1786a4ddb |
2024-05-01 |
Savedata version requested: 3 |
eFootball PC - V. |
v1.9.4 |
2024-05-01 |
Savedata version requested: 3 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-03-02 |
Error in shader compilation: info: 0:43: S0027: Cannot modify an input variable
00000000:00010130 HWX Tex TexProjPos UVMtx Cull
#version 320 es
// Mali-T830 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xy *= 0.500000;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-03-02 |
Error in shader compilation: info: 0:43: S0027: Cannot modify an input variable
00000000:00000930 HWX T Tex Cull
#version 320 es
// Mali-T830 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xy *= 0.500000;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-03-02 |
Error in shader compilation: info: 0:44: S0027: Cannot modify an input variable
00000000:00000938 HWX C T Tex Cull
#version 320 es
// Mali-T830 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xy *= 0.500000;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-02-29 |
Error in shader compilation: info: ERROR: 0:20: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 1 compilation errors. No code generated.
00000000:0000001a THR C Tex
#version 320 es
// Adreno (TM) 618 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
v_color0.rgb = vec3(0.0);
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-02-29 |
Error in shader compilation: info: ERROR: 0:52: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 1 compilation errors. No code generated.
00000000:00010130 HWX Tex TexProjPos UVMtx Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Adreno (TM) 618 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(5368.758789, 0.000000, 0.000000)*viewPos.w;
viewPos.xy *= 0.437269;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_color0.rgb = vec3(0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
}
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-02-29 |
Error in shader compilation: info: ERROR: 0:20: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 1 compilation errors. No code generated.
00000000:00000012 THR Tex
#version 320 es
// Adreno (TM) 618 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
v_color0.rgb = vec3(0.0);
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-02-29 |
Error in shader compilation: info: ERROR: 0:52: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 1 compilation errors. No code generated.
00000000:00000930 HWX T Tex Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Adreno (TM) 618 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(5368.758789, 0.000000, 0.000000)*viewPos.w;
viewPos.xy *= 0.437269;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_color0.rgb = vec3(0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
}
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-02-29 |
Error in shader compilation: info: ERROR: 0:53: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 1 compilation errors. No code generated.
00000000:00000938 HWX C T Tex Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Adreno (TM) 618 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(5368.758789, 0.000000, 0.000000)*viewPos.w;
viewPos.xy *= 0.437269;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_color0.rgb = vec3(0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
}
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1276-g192a43c1c |
2024-02-29 |
Error in shader compilation: info: ERROR: 0:17: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 1 compilation errors. No code generated.
00000000:0000000a THR C
#version 320 es
// Adreno (TM) 618 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
in vec3 h_normal;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
v_color0.rgb = vec3(0.0);
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-02-20 |
Error in shader compilation: info: Compile failed.
ERROR: 0:17: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:00000002 THR
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
in vec3 h_normal;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
v_color0.rgb = vec3(0.0);
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-02-20 |
Error in shader compilation: info: Compile failed.
ERROR: 0:51: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:0000093c HWX C T Fog Tex Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(0.000000, 0.000000, 20.000000)*viewPos.w;
float rotAngle = 0.104720;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
v_color0.rgb = vec3(0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-02-20 |
Error in shader compilation: info: Compile failed.
ERROR: 0:46: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:00000124 HWX Fog Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(0.000000, 0.000000, 20.000000)*viewPos.w;
float rotAngle = 0.104720;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
v_color0.rgb = vec3(0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-02-20 |
Error in shader compilation: info: Compile failed.
ERROR: 0:50: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:00000934 HWX T Fog Tex Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(0.000000, 0.000000, 20.000000)*viewPos.w;
float rotAngle = 0.104720;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
v_color0.rgb = vec3(0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-02-20 |
Error in shader compilation: info: Compile failed.
ERROR: 0:101: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
01f30001:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(0.000000, 0.000000, 20.000000)*viewPos.w;
float rotAngle = 0.104720;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
v_color0.rgb = vec3(0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_normal = worldnormal*0.5+0.5;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-02-20 |
Error in shader compilation: info: Compile failed.
ERROR: 0:98: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
01f30001:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(0.000000, 0.000000, 20.000000)*viewPos.w;
float rotAngle = 0.104720;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_color0.rgb = vec3(0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_normal = worldnormal*0.5+0.5;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-02-20 |
Error in shader compilation: info: Compile failed.
ERROR: 0:20: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:00000012 THR Tex
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
v_color0.rgb = vec3(0.0);
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-02-20 |
Error in shader compilation: info: Compile failed.
ERROR: 0:44: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:00000128 HWX C Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(0.000000, 0.000000, 20.000000)*viewPos.w;
float rotAngle = 0.104720;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_color0.rgb = vec3(0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-02-20 |
Error in shader compilation: info: Compile failed.
ERROR: 0:48: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:00000938 HWX C T Tex Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(0.000000, 0.000000, 20.000000)*viewPos.w;
float rotAngle = 0.104720;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_color0.rgb = vec3(0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-02-20 |
Error in shader compilation: info: Compile failed.
ERROR: 0:17: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:0000000a THR C
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
in vec3 h_normal;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
v_color0.rgb = vec3(0.0);
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Hen24 eFootball 24 |
v1.9.4 |
2024-05-01 |
Savedata version requested: 3 |
WWE All Stars |
v1.11.3-1276-g192a43c1c |
2024-02-18 |
__KernelStopThread: thread 305 does not exist |
PES MY 2024 |
v1.7.5 |
2024-05-01 |
Savedata version requested: 3 |
PES FL 2022 |
v1.9.4 |
2024-05-01 |
Savedata version requested: 3 |
eFOOTBALL VJPATCH 2024 |
v1.9.4 |
2024-05-01 |
Savedata version requested: 3 |
EAFC24 BY PEBRI PROJECT |
v1.13.2 |
2024-05-01 |
Savedata version requested on save: 3 |
PES FL 2022 |
v1.7.5 |
2024-05-01 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
Dragon Ball S: Battle Of Modders. |
v1.11.3-1276-g192a43c1c |
2024-02-08 |
Error in shader compilation: info: 0:43: S0027: Cannot modify an input variable
00000000:00000930 HWX T Tex Cull
#version 320 es
// Mali-T830 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xy *= 0.500000;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Dragon Ball S: Battle Of Modders. |
v1.11.3-1276-g192a43c1c |
2024-02-08 |
Error in shader compilation: info: 0:43: S0027: Cannot modify an input variable
00000000:00010130 HWX Tex TexProjPos UVMtx Cull
#version 320 es
// Mali-T830 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xy *= 0.500000;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Dragon Ball S: Battle Of Modders. |
v1.11.3-1276-g192a43c1c |
2024-02-08 |
Error in shader compilation: info: 0:18: S0027: Cannot modify an input variable
00000000:00000012 THR Tex
#version 320 es
// Mali-T830 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Dragon Ball S: Battle Of Modders. |
v1.11.3-1276-g192a43c1c |
2024-02-08 |
Error in shader compilation: info: 0:15: S0027: Cannot modify an input variable
00000000:0000000a THR C
#version 320 es
// Mali-T830 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
in vec3 h_normal;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Dragon Ball S: Battle Of Modders. |
v1.11.3-1276-g192a43c1c |
2024-02-08 |
Error in shader compilation: info: 0:15: S0027: Cannot modify an input variable
00000000:00000002 THR
#version 320 es
// Mali-T830 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
in vec3 h_normal;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Dragon Ball S: Battle Of Modders. |
v1.11.3-1276-g192a43c1c |
2024-02-08 |
Error in shader compilation: info: 0:18: S0027: Cannot modify an input variable
00000000:0000001a THR C Tex
#version 320 es
// Mali-T830 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Dragon Ball S: Battle Of Modders. |
v1.11.3-1276-g192a43c1c |
2024-02-08 |
Error in shader compilation: info: 0:39: S0027: Cannot modify an input variable
00000000:00000920 HWX T Cull
#version 320 es
// Mali-T830 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xy *= 0.500000;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Dragon Ball S: Battle Of Modders. |
v1.11.3-1276-g192a43c1c |
2024-02-08 |
Error in shader compilation: info: 0:44: S0027: Cannot modify an input variable
00000000:00000938 HWX C T Tex Cull
#version 320 es
// Mali-T830 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xy *= 0.500000;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Dragon Ball S: Battle Of Modders. |
v1.11.3-1276-g192a43c1c |
2024-02-08 |
Error in shader compilation: info: 0:45: S0027: Cannot modify an input variable
00000000:00000930 HWX T Tex Cull
#version 320 es
// Mali-T830 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xy *= 0.500000;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_color0.rgb = vec3(0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
Dragon Ball S: Battle Of Modders. |
v1.11.3-1276-g192a43c1c |
2024-02-08 |
Error in shader compilation: info: 0:45: S0027: Cannot modify an input variable
00000000:00010130 HWX Tex TexProjPos UVMtx Cull
#version 320 es
// Mali-T830 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xy *= 0.500000;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_color0.rgb = vec3(0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
Dragon Ball S: Battle Of Modders. |
v1.11.3-1276-g192a43c1c |
2024-02-08 |
Error in shader compilation: info: 0:20: S0027: Cannot modify an input variable
00000000:00000012 THR Tex
#version 320 es
// Mali-T830 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
in vec3 h_normal;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
v_color0.rgb = vec3(0.0);
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
Dragon Ball S: Battle Of Modders. |
v1.11.3-1276-g192a43c1c |
2024-02-08 |
Error in shader compilation: info: 0:17: S0027: Cannot modify an input variable
00000000:00000002 THR
#version 320 es
// Mali-T830 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
in float h_depth;
in vec3 h_normal;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
v_color0.rgb = vec3(0.0);
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
Dragon Ball S: Battle Of Modders. |
v1.11.3-1276-g192a43c1c |
2024-02-08 |
Error in shader compilation: info: 0:20: S0027: Cannot modify an input variable
00000000:0000001a THR C Tex
#version 320 es
// Mali-T830 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
in vec3 h_normal;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
v_color0.rgb = vec3(0.0);
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
Dragon Ball S: Battle Of Modders. |
v1.11.3-1276-g192a43c1c |
2024-02-08 |
Error in shader compilation: info: 0:41: S0027: Cannot modify an input variable
00000000:00000920 HWX T Cull
#version 320 es
// Mali-T830 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
in float h_depth;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xy *= 0.500000;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_color0.rgb = vec3(0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
Dragon Ball S: Battle Of Modders. |
v1.11.3-1276-g192a43c1c |
2024-02-08 |
Error in shader compilation: info: 0:46: S0027: Cannot modify an input variable
00000000:00000938 HWX C T Tex Cull
#version 320 es
// Mali-T830 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xy *= 0.500000;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_color0.rgb = vec3(0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
Dragon Ball S: Battle Of Modders. |
v1.11.3-1276-g192a43c1c |
2024-02-08 |
Error in shader compilation: info: 0:19: S0027: Cannot modify an input variable
00000000:00000012 THR Tex
#version 320 es
// Mali-T830 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
in vec3 h_normal;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|