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Game title |
Version |
Latest Report |
Message |
Golf Mania |
v1.16.6 |
2023-12-04 |
__KernelStopThread: thread 421 does not exist (helper deleted) |
Golf Mania |
v1.16.6 |
2023-12-04 |
__KernelStopThread: thread 417 does not exist (helper deleted) |
Golf Mania |
v1.16.6 |
2023-12-04 |
__KernelStopThread: thread 400 does not exist (helper deleted) |
Ys SEVEN |
v1.16.6 |
2023-12-04 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000 |
PES 2019 BY CHELITO 19 |
v1.15.2 |
2023-12-04 |
Unknown GetPointer 00000140 PC 088113bc LR 088113c4 |
PES 2019 BY CHELITO 19 |
v1.15.2 |
2023-12-04 |
Unknown GetPointerWrite 00000140 PC 088113bc LR 088113c4 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-12-04 |
Branch in Jump delay slot at 09dd52b0 in block starting at 09dd52b0 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-12-04 |
Jump to invalid address: 07756180 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.16.6 |
2023-12-04 |
Unknown GetPointerWrite 00000003 PC 08a02db8 LR 08918d40 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-12-04 |
Branch in Jump delay slot at 098a74e8 in block starting at 098a74e0 |
God of War®: Ghost of Sparta |
v1.15.4 |
2023-12-04 |
Jump to invalid address: 0629c260 |
LocoRoco™ 2 |
v1.16.6 |
2023-12-04 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
Obscure: The Aftermath |
v1.16.6 |
2023-12-04 |
sceDmacMemcpy(dest=08529ec0, src=09396a00, size=17100): overlapping read |
eFootball Chelito 19 |
v1.16.6 |
2023-12-04 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
Killzone™: Liberation |
v1.16.6 |
2023-12-04 |
sceDmacMemcpy(dest=0416a000, src=09bcf800, size=384): overlapping read |
Gran Turismo® |
v1.16.6 |
2023-12-04 |
sceKernelCreateThread(name=GTRemastered): unsupported attributes 00001007 |
eFootball PES 2023 "SNE" |
v1.8.0 |
2023-12-04 |
Unknown GetPointer 00000000 PC 088e2fe8 LR 088e2ff8 |
Killzone™: Liberation |
v1.16.6 |
2023-12-04 |
ReadFromHardware: Invalid address 425f4552 near PC 425f4552 LR 08aae520 |
SBK-07 |
v1.16.1 |
2023-12-04 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0905b420): duplicate handler |
Def Jam® Fight For NY™: The Takeover |
v1.16.6 |
2023-12-04 |
sceDmacMemcpy(dest=09912c40, src=08400000, size=72384): overlapping read |
SBK®09 Superbike World Championship |
v1.10-6-g8ac4efd3c |
2023-12-04 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09098af0): duplicate handler |
SBK®09 Superbike World Championship |
v1.10-6-g8ac4efd3c |
2023-12-04 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09403550): duplicate handler |
Def Jam® Fight For NY™: The Takeover |
v1.15.4 |
2023-12-04 |
sceDmacMemcpy(dest=095879c0, src=08400000, size=641344): overlapping read |
青空下的約定-PC移植 |
v1.16.5 |
2023-12-04 |
sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2 |
青空下的約定-PC移植 |
v1.16.5 |
2023-12-04 |
sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1 |
青空下的約定-PC移植 |
v1.16.5 |
2023-12-04 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=2, text=2 |
青空下的約定-PC移植 |
v1.16.5 |
2023-12-04 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1 |
青空下的約定-PC移植 |
v1.16.5 |
2023-12-04 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
青空下的約定-PC移植 |
v1.16.5 |
2023-12-04 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
Silent Hill: Shattered Memories |
v1.16.6 |
2023-12-04 |
VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=3 IDX=1 MC=8 |
Silent Hill: Shattered Memories |
v1.16.6 |
2023-12-04 |
An uneaten prefix at end of block: 089bdf88 |
Killzone™: Liberation |
v1.16.6 |
2023-12-04 |
sceDmacMemcpy(dest=04139e00, src=09206390, size=5120): overlapping read |
50 Cent® Bulletproof G Unit Edition |
v1.9.0 |
2023-12-04 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a51d8, pos=0, access=1, data=1, text=1 |
Formula One 06 |
v1.16.6 |
2023-12-04 |
sceKernelLoadModule: unsupported options size=00000014, flags=0892b4b0, pos=0, access=1, data=2, text=2 |
太閤立志伝Ⅴ |
v1.16.6 |
2023-12-04 |
sceDmacMemcpy(dest=041a71c0, src=09337840, size=1024): overlapping read |
PES MODDED BY TBOSEt |
v1.16.6 |
2023-12-04 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
SBK®09 Superbike World Championship |
v1.10-6-g8ac4efd3c |
2023-12-04 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 094a38d0): duplicate handler |
LEGO® Batman™: The Videogame |
v1.16.6 |
2023-12-04 |
Unaligned icache invalidation of 08607a38 (08607a38 + 0) at PC=089741fc |
SBK®09 Superbike World Championship |
v1.10-6-g8ac4efd3c |
2023-12-04 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090122f0): duplicate handler |
SBK®09 Superbike World Championship |
v1.10-6-g8ac4efd3c |
2023-12-04 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 094a10d0): duplicate handler |
Phantom Brave : The Hermuda Triangle |
v1.9.4 |
2023-12-04 |
sceDmacMemcpy(dest=08d7ed40, src=08d8fbe8, size=4504): overlapping read |
Pes By ICAL PROJECT |
v1.16.6 |
2023-12-04 |
Unknown GetPointer 00000000 PC 0887286c LR 08872884 |
God of War®:降誕の刻印 |
v1.16.6 |
2023-12-04 |
MIPSCompileOp: Invalid instruction 01069701 |
Tom Clancy's Splinter Cell® Essentials |
v1.16.6 |
2023-12-04 |
MIPSCompileOp: Invalid instruction 00028e28 |
Tom Clancy's Splinter Cell® Essentials |
v1.16.6 |
2023-12-04 |
MIPSCompileOp: Invalid instruction 0003b901 |
Tom Clancy's Splinter Cell® Essentials |
v1.16.6 |
2023-12-04 |
MIPSCompileOp: Invalid instruction 0042ef05 |
God of War®:降誕の刻印 |
v1.13.1-547-g9f4a84945 |
2023-12-04 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888):
[COLOR seq:221 C:04161800/512(8888) Z:04118000/512 X:0 Y:1 reint: false]
[COLOR seq:232 C:04162000/512(8888) Z:04118000/512 X:0 Y:0 reint: false]
|
イース -フェルガナの誓い- |
v1.14.4 |
2023-12-04 |
sceDmacMemcpy(dest=041dc500, src=08de9a30, size=4096): overlapping read |
Def Jam® Fight For NY™: The Takeover |
v1.15.3 |
2023-12-04 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(fe9d546, e0:60:f9:67:22:d6, 20000000, 0) at 0897ed90 |
MX vs ATV Unleashed |
v1.16.6 |
2023-12-04 |
80630007=sceAtracSetData(2, 08be9680, 00010000): atracID uses different codec type than data |
EFOOTBALL NEW PATCH SEASON 2024 |
v1.16.6 |
2023-12-04 |
Branch in Jump delay slot at 08edf818 in block starting at 08edc508 |
EFOOTBALL NEW PATCH SEASON 2024 |
v1.16.6 |
2023-12-04 |
Jump to invalid address: 0497cd80 |
EFOOTBALL NEW PATCH SEASON 2024 |
v1.16.6 |
2023-12-04 |
Jump to invalid address: 03b7e000 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.13.1 |
2023-12-04 |
ReadFromHardware: Invalid address 04c07910 near PC 0887ed70 LR 089aa490 |
Def Jam® Fight For NY™: The Takeover |
v1.15.3 |
2023-12-04 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(0be247d, e0:60:f9:67:22:d6, 20000000, 0) at 0897ed90 |
LEGO® Batman™: The Videogame |
v1.16.6 |
2023-12-04 |
Unaligned icache invalidation of 086d1678 (086d1678 + 0) at PC=089741fc |
God of War®:降誕の刻印 |
v1.16.6 |
2023-12-04 |
Branch in JumpReg delay slot at 08f6c08c in block starting at 08f6c044 |
God of War®:降誕の刻印 |
v1.16.6 |
2023-12-04 |
MIPSCompileOp: Invalid instruction 00010005 |
God of War®: Ghost of Sparta |
v1.16.6 |
2023-12-04 |
Jump to invalid address: 07a04940 |
God of War®: Ghost of Sparta |
v1.16.6 |
2023-12-04 |
Jump to invalid address: 07987180 |
God of War®: Ghost of Sparta |
v1.16.6 |
2023-12-04 |
Jump to invalid address: 03249b80 |
God of War®: Ghost of Sparta |
v1.16.6 |
2023-12-04 |
Jump to invalid address: 077cf080 |
God of War®: Ghost of Sparta |
v1.16.6 |
2023-12-04 |
Jump to invalid address: 079ba380 |
Resistance: Retribution™ |
v1.16.6 |
2023-12-04 |
Unknown GetPointerWrite 25f7d8e8 PC 08b52814 LR 08cd6754 |
eFootball 2024 By T4G |
v1.16.6 |
2023-12-04 |
MIPSCompileOp: Invalid instruction 00007ef8 |
eFootball 2024 By T4G |
v1.16.6 |
2023-12-04 |
Branch in RSZeroComp delay slot at 080c4fc8 in block starting at 080c0020 |
eFootball 2024 By T4G |
v1.16.6 |
2023-12-04 |
Jump to invalid address: 07d2fe3c |
Funky Punch |
v1.16.1 |
2023-12-04 |
WriteToHardware: Invalid address 3f8064a0 near PC 08000000 LR 08000000 |
eFootball 2024 By T4G |
v1.16.6 |
2023-12-04 |
Unknown GetPointerWrite 00000005 PC 08a02db8 LR 08922f74 |
Tomb Raider: Anniversary™ |
v1.16.6 |
2023-12-04 |
sceDmacMemcpy(dest=041d6800, src=0954e4a0, size=9216): overlapping read |
eFootball Chelito 19 |
v1.10.2 |
2023-12-04 |
Unknown GetPointer 10b41d37 PC 0884d5b0 LR 0884d7d4 |
FREE SHOT FRENZY |
v1.16.6 |
2023-12-04 |
__KernelStopThread: thread 372 does not exist (helper deleted) |
FREE SHOT FRENZY |
v1.16.6 |
2023-12-04 |
__KernelStopThread: thread 373 does not exist (helper deleted) |
NBA2K13 |
v1.16.6 |
2023-12-04 |
UNIMPL sceUtilityLoadUsbModule(1) |
NBA2K13 |
v1.16.6 |
2023-12-04 |
__KernelStopThread: thread 300 does not exist (helper deleted) |
Toy Story 3 |
v1.16.6 |
2023-12-04 |
__KernelStopThread: thread 688 does not exist (helper deleted) |
イース -フェルガナの誓い- |
v1.14.4 |
2023-12-04 |
sceDmacMemcpy(dest=041fc600, src=08e54e90, size=4096): overlapping read |
CRISIS CORE -FINAL FANTASY VII- |
v1.15.4-89-g5d149e379 |
2023-12-04 |
sceDmacMemcpy(dest=08400020, src=0919f5c0, size=380928): overlapping read |
Def Jam® Fight For NY™: The Takeover |
v1.16.6 |
2023-12-04 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(dc84b89, c0:38:30:07:5e:fb, 20000000, 0) at 0897ed90 |
Crash® of the Titans |
v1.16.6 |
2023-12-04 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-00dev0 [Revision 96995].
03f00444:41c00b21 HWX T N LM Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 WScale 1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 03f00444:41c00b21 HWX T N LM Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 WScale 1 Cull
attribute mediump vec4 w1, w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
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 vec3 u_matdiffuse;
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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot |
eFootball RF-PACTH |
v1.16.5 |
2023-12-04 |
Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460 |
Dave Mirra BMX Challenge |
v1.16.6 |
2023-12-04 |
Unimplemented HLE function sceUtilityGetNetParam |
PRO EVOLUTION SOCCER VANDAMME EDITION |
v1.16.6 |
2023-12-04 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08a1f430 |
WWE SmackDown vs. RAW 2007 The Remastered Mod |
v1.16.6 |
2023-12-04 |
Rendering to framebuffer offset at 04000000 +480x0 (stride 512) |
WWE SmackDown vs. RAW 2007 The Remastered Mod |
v1.16.6 |
2023-12-04 |
sceGeBreak(mode=0, unknown=08b9cc8c): unknown ptr (valid) |
Dave Mirra BMX Challenge |
v1.16.6 |
2023-12-04 |
sceKernelLoadModule: unsupported options size=00000014, flags=0898786c, pos=0, access=1, data=2, text=2 |
ソードアート・オンライン -インフィニティ・モーメント- |
v1.16.6 |
2023-12-04 |
sceDmacMemcpy(dest=08402440, src=09e05f00, size=138464): overlapping read |
Medal of Honor Heroes™ 2 |
v1.16.6 |
2023-12-04 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r6p2-01rel0 [Revision 96995].
01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
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;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
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);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
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)) {
|
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.16.6 |
2023-12-04 |
__KernelStopThread: thread 288 does not exist (helper deleted) |
Dragon Ball Z: Tenkaichi Tag Team |
v1.16.6 |
2023-12-04 |
ReadFromHardware: Invalid address 1c000600 near PC 1c000600 LR 1c000600 |
B-Boy™ |
v1.16.6 |
2023-12-04 |
Could not setup streams, unexpected stream count: 32912 |
B-Boy™ |
v1.16.6 |
2023-12-04 |
Unexpected mpeg first timestamp: 6dd4d09d438 / 7547550028856 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.11.3-1276-g192a43c1c |
2023-12-04 |
Error in shader compilation: info: 0:73: S0027: Cannot modify an input variable
01770000:00000b30 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7 Cull
#version 320 es
// Mali-G71 - 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;
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 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 lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
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 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(10.000000, 0.000000, 0.000000)*viewPos.w;
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
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 = worldnormal*0.5+0.5;
}
|
eFootball 2024 Beta By Tutoriales Bendezu |
v1.11.3-1276-g192a43c1c |
2023-12-04 |
Error in shader compilation: info: 0:43: S0027: Cannot modify an input variable
40000000:00000930 HWX T Tex Flat Cull
#version 320 es
// Mali-G71 - 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;
flat 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(10.000000, 0.000000, 0.000000)*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_normal = vec3(-1.0);
}
|
eFootball 2024 Beta By Tutoriales Bendezu |
v1.11.3-1276-g192a43c1c |
2023-12-04 |
Error in shader compilation: info: 0:76: S0027: Cannot modify an input variable
01770000:00000b34 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7 Cull
#version 320 es
// Mali-G71 - 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;
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 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 lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
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 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(10.000000, 0.000000, 0.000000)*viewPos.w;
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
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;
}
|
eFootball 2024 Beta By Tutoriales Bendezu |
v1.11.3-1276-g192a43c1c |
2023-12-04 |
Error in shader compilation: info: 0:46: S0027: Cannot modify an input variable
40000000:00000934 HWX T Fog Tex Flat Cull
#version 320 es
// Mali-G71 - 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;
flat 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(10.000000, 0.000000, 0.000000)*viewPos.w;
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;
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);
}
|
eFootball 2024 Beta By Tutoriales Bendezu |
v1.11.3-1276-g192a43c1c |
2023-12-04 |
Error in shader compilation: info: 0:47: S0027: Cannot modify an input variable
40000000:0000093c HWX C T Fog Tex Flat Cull
#version 320 es
// Mali-G71 - 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;
flat 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(10.000000, 0.000000, 0.000000)*viewPos.w;
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;
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);
}
|
eFootball 2024 Beta By Tutoriales Bendezu |
v1.11.3-1276-g192a43c1c |
2023-12-04 |
Error in shader compilation: info: 0:42: S0027: Cannot modify an input variable
40000000:00000124 HWX Fog Flat Cull
#version 320 es
// Mali-G71 - 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;
flat 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(10.000000, 0.000000, 0.000000)*viewPos.w;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
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);
}
|
eFootball 2024 Beta By Tutoriales Bendezu |
v1.11.3-1276-g192a43c1c |
2023-12-04 |
Error in shader compilation: info: 0:43: S0027: Cannot modify an input variable
00000000:0000012c HWX C Fog Cull
#version 320 es
// Mali-G71 - 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 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(10.000000, 0.000000, 0.000000)*viewPos.w;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
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);
}
|
eFootball 2024 Beta By Tutoriales Bendezu |
v1.11.3-1276-g192a43c1c |
2023-12-04 |
Error in shader compilation: info: 0:47: S0027: Cannot modify an input variable
00000000:0000093c HWX C T Fog Tex Cull
#version 320 es
// Mali-G71 - 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(10.000000, 0.000000, 0.000000)*viewPos.w;
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;
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);
}
|