Recent logs - JOGRESS V3

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Game title Version Latest Report Message
JOGRESS V3 v1.11.3 2021-05-14 Jump to invalid address: 0739e3c0
JOGRESS V3 v1.11.3 2021-05-14 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0886af7c
JOGRESS V3 v1.11.3 2021-05-13 Unknown GetPointer 2985f58c PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-05-12 Unknown GetPointer 2985ccac PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-05-12 Unknown GetPointer 298614ec PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-05-11 Unknown GetPointer 2985e93c PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-05-11 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167769136
JOGRESS V3 v1.11.3 2021-05-09 Unknown GetPointer 2985acec PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-05-09 Unknown GetPointer 00000000 PC 0886a7e8 LR 0886a7e8
JOGRESS V3 v1.11 2021-05-04 Error in shader program link: info: L0001 The fragment shader uniform floating-point u_texelDelta does not match the vertex shader uniform floating-point u_texelDelta. The precision does not match. fs: postshader #version 300 es precision mediump float; precision highp int; uniform mediump sampler2D sampler0; uniform vec4 u_time; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; in vec2 v_texcoord0; out vec4 _gl_FragColor; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; void main() { SEPIA = 0; GRAYSCALE = 0; NEGATIVE = 0; PSPCOLORS = 0; vec3 color = texture(sampler0, v_texcoord0).xyz; vec3 colorB = color; mediump int hatsu = 0; float sat = 1.10000002384185791015625; float brt = 1.2999999523162841796875; float con = 1.10000002384185791015625; float AvgLumR = 1.10000002384185791015625; float AvgLumG = 1.2000000476837158203125; float AvgLumB = 1.2000000476837158203125; if (SEPIA == 1) { sat = 0.00999999977648258209228515625; brt = 1.75; con = 1.0; AvgLumR = 0.439999997615814208984375; AvgLumG = 0.2599999904632568359375; AvgLumB = 0.07999999821186065673828125; } if (GRAYSCALE == 1) { sat = 0.0; brt = 1.0; con = 1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0; } if (NEGATIVE == 1) { sat = 1.0; brt = 1.0; con = -1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0; } if (PSPCOLORS == 1) { sat = 1.0; brt = 1.0; con = 1.0; AvgLumR = 0.959299981594085693359375; AvgLumG = 1.0738999843597412109375; AvgLumB = 1.46039998531341552734375; } vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 conRGB = vec3(0.5); vec3 brtColor = color * brt; vec3 intensity = vec3(((brtColor.x * 0.2125000059604644775390625) + (brtColor.y * 0.7153999805450439453125)) + (brtColor.z * 0.07209999859333038330078125)); vec3 satColor = mix(intensity, brtColor, vec3(sat)); vec3 conColor = mix(conRGB, satColor, vec3(con)); vec3 mixColor = AvgLumin * conColor; color = mixColor; _gl_FragColor = vec4(color.x, color.y, color.z, _gl_FragColor.w); _gl_FragColor.w = 1.0; } vs: postshader #version 300 es uniform vec2 u_texelDelta; out vec2 v_texcoord0; in vec2 a_texcoord0; in vec4 a_position; out vec4 v_texcoordNC0; out vec4 v_texcoordNC1; out vec4 v_texcoordNC2; out vec4 v_texcoordNC3; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; v_texcoordNC0 = a_texcoord0.xyxy + (vec4(-0.5, -0.5, -1.5, -1.5) * u_texelDelta.xyxy); v_texcoordNC1 = a_texcoord0.xyxy + (vec4(0.5, -0.5, 1.5, -1.5) * u_texelDelta.xyxy); v_texcoordNC2 = a_texcoord0.xyxy + (vec4(-0.5, 0.5, -1.5, 1.5) * u_texelDelta.xyxy); v_texcoordNC3 = a_texcoord0.xyxy + (vec4(0.5, 0.5, 1.5, 1.5) * u_texelDelta.xyxy); }
JOGRESS V3 v1.11 2021-05-04 Error in shader program link: info: L0001 The fragment shader uniform floating-point u_texelDelta does not match the vertex shader uniform floating-point u_texelDelta. The precision does not match. fs: postshader #version 300 es precision mediump float; precision highp int; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; uniform mediump sampler2D sampler0; uniform vec4 u_time; in vec2 v_texcoord0; out vec4 _gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; bvec4 _and_(bvec4 A, bvec4 B) { return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); } vec4 df(vec4 A, vec4 B) { return abs(A - B); } bvec4 close(vec4 A, vec4 B) { highp vec4 param = A; highp vec4 param_1 = B; return lessThan(df(param, param_1), vec4(15.0)); } bvec4 _or_(bvec4 A, bvec4 B) { return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { highp vec4 param = a; highp vec4 param_1 = b; highp vec4 param_2 = a; highp vec4 param_3 = c; highp vec4 param_4 = d; highp vec4 param_5 = e; highp vec4 param_6 = d; highp vec4 param_7 = f; highp vec4 param_8 = g; highp vec4 param_9 = h; return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0); } vec3 processxBR(vec3 color) { vec2 pS = vec2(1.0) / u_texelDelta; vec2 fp = fract(v_texcoord0 * pS); vec2 TexCoord_0 = v_texcoord0 - (fp * u_pixelDelta); vec2 dx = vec2(u_texelDelta.x, 0.0); vec2 dy = vec2(0.0, u_texelDelta.y); vec2 y2 = dy + dy; vec2 x2 = dx + dx; vec3 A = texture(sampler0, (TexCoord_0 - dx) - dy).xyz; vec3 B = texture(sampler0, TexCoord_0 - dy).xyz; vec3 C = texture(sampler0, (TexCoord_0 + dx) - dy).xyz; vec3 D = texture(sampler0, TexCoord_0 - dx).xyz; vec3 E = texture(sampler0, TexCoord_0).xyz; vec3 F = texture(sampler0, TexCoord_0 + dx).xyz; vec3 G = texture(sampler0, (TexCoord_0 - dx) + dy).xyz; vec3 H = texture(sampler0, TexCoord_0 + dy).xyz; vec3 I = texture(sampler0, (TexCoord_0 + dx) + dy).xyz; vec3 A1 = texture(sampler0, (TexCoord_0 - dx) - y2).xyz; vec3 C1 = texture(sampler0, (TexCoord_0 + dx) - y2).xyz; vec3 A0 = texture(sampler0, (TexCoord_0 - x2) - dy).xyz; vec3 G0 = texture(sampler0, (TexCoord_0 - x2) + dy).xyz; vec3 C4 = texture(sampler0, (TexCoord_0 + x2) - dy).xyz; vec3 I4 = texture(sampler0, (TexCoord_0 + x2) + dy).xyz; vec3 G5 = texture(sampler0, (TexCoord_0 - dx) + y2).xyz; vec3 I5 = texture(sampler0, (TexCoord_0 + dx) + y2).xyz; vec3 B1 = texture(sampler0, TexCoord_0 - y2).xyz; vec3 D0 = texture(sampler0, TexCoord_0 - x2).xyz; vec3 H5 = texture(sampler0, TexCoord_0 + y2).xyz; vec3 F4 = texture(sampler0, TexCoord_0 + x2).xyz; vec4 b = vec4(dot(B, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(D, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(H, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(F, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 c = vec4(dot(C, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(A, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(G, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(I, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 d = vec4(b.y, b.z, b.w, b.x); vec4 e = vec4(dot(E, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 f = vec4(b.w, b.x, b.y, b.z); vec4 g = vec4(c.z, c.w, c.x, c.y); vec4 h = vec4(b.z, b.w, b.x, b.y); vec4 i = vec4(c.w, c.x, c.y, c.z); vec4 i4 = vec4(dot(I4, vec3(16.1630001068115234375, 23.350999832153320
JOGRESS V3 v1.11 2021-05-04 Error in shader program link: info: L0001 The fragment shader uniform floating-point u_texelDelta does not match the vertex shader uniform floating-point u_texelDelta. The precision does not match. fs: postshader #version 300 es precision mediump float; precision highp int; uniform vec2 u_pixelDelta; uniform mediump sampler2D sampler0; uniform vec4 u_time; uniform vec2 u_texelDelta; in vec2 v_texcoord0; out vec4 _gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; vec3 processGAUSS_SQ(inout vec3 color) { float GAUSS_KERNEL_SIZE = 5.0; vec2 offset = (u_pixelDelta * 3.5) / vec2(GAUSS_KERNEL_SIZE); vec3 cGauss0 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0))).xyz * 1.0; vec3 cGauss1 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, -2.0))).xyz * 4.0; vec3 cGauss2 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, -2.0))).xyz * 7.0; vec3 cGauss3 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, -2.0))).xyz * 4.0; vec3 cGauss4 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, -2.0))).xyz * 1.0; vec3 cGauss5 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, -1.0))).xyz * 4.0; vec3 cGauss6 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0))).xyz * 16.0; vec3 cGauss7 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, -1.0))).xyz * 26.0; vec3 cGauss8 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, -1.0))).xyz * 16.0; vec3 cGauss9 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, -1.0))).xyz * 4.0; vec3 cGauss10 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 0.0))).xyz * 7.0; vec3 cGauss11 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 0.0))).xyz * 26.0; vec3 cGauss12 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0))).xyz * 41.0; vec3 cGauss13 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, 0.0))).xyz * 26.0; vec3 cGauss14 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, 0.0))).xyz * 7.0; vec3 cGauss15 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 1.0))).xyz * 4.0; vec3 cGauss16 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 1.0))).xyz * 16.0; vec3 cGauss17 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, 1.0))).xyz * 26.0; vec3 cGauss18 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0))).xyz * 16.0; vec3 cGauss19 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, 1.0))).xyz * 4.0; vec3 cGauss20 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 2.0))).xyz * 1.0; vec3 cGauss21 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 2.0))).xyz * 4.0; vec3 cGauss22 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, 2.0))).xyz * 7.0; vec3 cGauss23 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, 2.0))).xyz * 4.0; vec3 cGauss24 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0))).xyz * 1.0; color = (((((((((((((((((((((((cGauss0 + cGauss1) + cGauss2) + cGauss3) + cGauss4) + cGauss5) + cGauss6) + cGauss7) + cGauss8) + cGauss9) + cGauss10) + cGauss11) + cGauss12) + cGauss13) + cGauss14) + cGauss15) + cGauss16) + cGauss17) + cGauss18) + cGauss19) + cGauss20) + cGauss21) + cGauss22) + cGauss23) + cGauss24; color /= vec3(273.0); return color; } vec3 processBLOOM(inout vec3 color, vec3 colorB, mediump int hatsu) { vec4 sum = vec4(0.0); mediump int diffx = 2; mediump int diffy = 3; for (mediump int ib = -diffy; ib < diffy; ib++) { for (mediump int jb = -diffx; jb < diffx; jb++) { sum += (texture(sampler0, v_texcoord0 + (vec2(float(jb), float(ib)) * 0.00200000009499490261077880859375)) * 0.2199999988079071044921875); } } float _451 = color.x; bool _453 = _451 < 0.300000011920928955078125; bool _460; if (_453) { _460 = color.y < 0.300000011920928955078125; } else { _460 = _453; } bool _467; if (_460) { _467 = color.z < 0.30000001192
JOGRESS V3 v1.11 2021-05-04 Error in shader program link: info: L0001 The fragment shader uniform floating-point u_texelDelta does not match the vertex shader uniform floating-point u_texelDelta. The precision does not match. fs: postshader #version 300 es precision mediump float; precision highp int; uniform vec2 u_pixelDelta; uniform mediump sampler2D sampler0; uniform vec4 u_time; uniform vec2 u_texelDelta; in vec2 v_texcoord0; out vec4 _gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; vec3 processGAUSS_SQ(inout vec3 color) { float GAUSS_KERNEL_SIZE = 5.0; vec2 offset = (u_pixelDelta * 4.0) / vec2(GAUSS_KERNEL_SIZE); vec3 cGauss0 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0))).xyz * 1.0; vec3 cGauss1 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, -2.0))).xyz * 4.0; vec3 cGauss2 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, -2.0))).xyz * 7.0; vec3 cGauss3 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, -2.0))).xyz * 4.0; vec3 cGauss4 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, -2.0))).xyz * 1.0; vec3 cGauss5 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, -1.0))).xyz * 4.0; vec3 cGauss6 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0))).xyz * 16.0; vec3 cGauss7 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, -1.0))).xyz * 26.0; vec3 cGauss8 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, -1.0))).xyz * 16.0; vec3 cGauss9 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, -1.0))).xyz * 4.0; vec3 cGauss10 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 0.0))).xyz * 7.0; vec3 cGauss11 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 0.0))).xyz * 26.0; vec3 cGauss12 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0))).xyz * 41.0; vec3 cGauss13 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, 0.0))).xyz * 26.0; vec3 cGauss14 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, 0.0))).xyz * 7.0; vec3 cGauss15 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 1.0))).xyz * 4.0; vec3 cGauss16 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 1.0))).xyz * 16.0; vec3 cGauss17 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, 1.0))).xyz * 26.0; vec3 cGauss18 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0))).xyz * 16.0; vec3 cGauss19 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, 1.0))).xyz * 4.0; vec3 cGauss20 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 2.0))).xyz * 1.0; vec3 cGauss21 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 2.0))).xyz * 4.0; vec3 cGauss22 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, 2.0))).xyz * 7.0; vec3 cGauss23 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, 2.0))).xyz * 4.0; vec3 cGauss24 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0))).xyz * 1.0; color = (((((((((((((((((((((((cGauss0 + cGauss1) + cGauss2) + cGauss3) + cGauss4) + cGauss5) + cGauss6) + cGauss7) + cGauss8) + cGauss9) + cGauss10) + cGauss11) + cGauss12) + cGauss13) + cGauss14) + cGauss15) + cGauss16) + cGauss17) + cGauss18) + cGauss19) + cGauss20) + cGauss21) + cGauss22) + cGauss23) + cGauss24; color /= vec3(273.0); return color; } vec3 processSHADEBOOST(inout vec3 color) { float sat = 1.7999999523162841796875; float brt = 0.800000011920928955078125; float con = 1.10000002384185791015625; float AvgLumR = 1.39999997615814208984375; float AvgLumG = 1.39999997615814208984375; float AvgLumB = 1.39999997615814208984375; if (SEPIA == 1) { sat = 0.00999999977648258209228515625; brt = 1.75; con = 1.0; AvgLumR = 0.439999997615814208984375; AvgLumG = 0.2599999904632568359375; AvgLumB = 0.07999999821186065673828125; } if (GRAYSCALE == 1) { sat = 0.0; brt = 1.0; con = 1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0;
JOGRESS V3 v1.11 2021-05-04 Error in shader program link: info: L0001 The fragment shader uniform floating-point u_texelDelta does not match the vertex shader uniform floating-point u_texelDelta. The precision does not match. fs: postshader #version 300 es precision mediump float; precision highp int; uniform vec2 u_pixelDelta; uniform mediump sampler2D sampler0; uniform vec4 u_time; uniform vec2 u_texelDelta; in vec2 v_texcoord0; out vec4 _gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; vec3 processGAUSS_S(inout vec3 color) { float GAUSSS_SPAN_MAX = 1.5; float GAUSSS_KERNEL_SIZE = 5.0; vec2 offsetS = (u_pixelDelta * GAUSSS_SPAN_MAX) / vec2(GAUSSS_KERNEL_SIZE); vec3 cGaussS0 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, -2.0))).xyz * 1.0; vec3 cGaussS1 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0))).xyz * 3.0; vec3 cGaussS2 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, -1.0))).xyz * 8.0; vec3 cGaussS3 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0, -1.0))).xyz * 3.0; vec3 cGaussS4 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-2.0, 0.0))).xyz * 1.0; vec3 cGaussS5 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0, 0.0))).xyz * 8.0; vec3 cGaussS6 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0))).xyz * 10.0; vec3 cGaussS7 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0, 0.0))).xyz * 8.0; vec3 cGaussS8 = texture(sampler0, v_texcoord0 + (offsetS * vec2(2.0, 0.0))).xyz * 1.0; vec3 cGaussS9 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0, 1.0))).xyz * 3.0; vec3 cGaussS10 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, 1.0))).xyz * 8.0; vec3 cGaussS11 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0))).xyz * 3.0; vec3 cGaussS12 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, 2.0))).xyz * 1.0; color = (((((((((((cGaussS0 + cGaussS1) + cGaussS2) + cGaussS3) + cGaussS4) + cGaussS5) + cGaussS6) + cGaussS7) + cGaussS8) + cGaussS9) + cGaussS10) + cGaussS11) + cGaussS12; color /= vec3(58.0); return color; } vec3 processSHADEBOOST(inout vec3 color) { float sat = 1.89999997615814208984375; float brt = 0.699999988079071044921875; float con = 1.2000000476837158203125; float AvgLumR = 1.5; float AvgLumG = 1.5; float AvgLumB = 1.5; if (SEPIA == 1) { sat = 0.00999999977648258209228515625; brt = 1.75; con = 1.0; AvgLumR = 0.439999997615814208984375; AvgLumG = 0.2599999904632568359375; AvgLumB = 0.07999999821186065673828125; } if (GRAYSCALE == 1) { sat = 0.0; brt = 1.0; con = 1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0; } if (NEGATIVE == 1) { sat = 1.0; brt = 1.0; con = -1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0; } if (PSPCOLORS == 1) { sat = 1.0; brt = 1.0; con = 1.0; AvgLumR = 0.959299981594085693359375; AvgLumG = 1.0738999843597412109375; AvgLumB = 1.46039998531341552734375; } vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 conRGB = vec3(0.5); vec3 brtColor = color * brt; vec3 intensity = vec3(((brtColor.x * 0.2125000059604644775390625) + (brtColor.y * 0.7153999805450439453125)) + (brtColor.z * 0.07209999859333038330078125)); vec3 satColor = mix(intensity, brtColor, vec3(sat)); vec3 conColor = mix(conRGB, satColor, vec3(con)); vec3 mixColor = AvgLumin * conColor; color = mixColor; return color; } void main() { SEPIA = 0; GRAYSCALE = 0; NEGATIVE = 0; PSPCOLORS = 5; vec3 color = texture(sampler0, v_texcoord0).xyz; highp vec3 param = color; vec3 _311 = processGAUSS_S(param); color = _311; highp vec3 param_1 = color; vec3 _314 = processSHADEBOOST(param_1); color = _314; _gl_FragColor = vec4(color.x, color.y,
JOGRESS V3 v1.11.3 2021-05-02 Unknown GetPointer 29860aec PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-05-01 sceSasSetSimpleADSR(08bb3b00, 17, 1a235, 35b506): Invalid ADSREnv2
JOGRESS V3 v1.11.3 2021-05-01 sceSasSetSimpleADSR(08bb3b00, 22, ffffef3c, fffff641): Invalid ADSREnv2
JOGRESS V3 v1.10.3 2021-05-01 80020001=sceKernelCreateSema(): invalid name
JOGRESS V3 v1.11.3 2021-04-30 Unknown GetPointer 2986082c PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-30 Unknown GetPointer 29860b2c PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-29 WriteToHardware: Invalid address ffff8ffc near PC 083e1fb8 LR 00000000
JOGRESS V3 v1.11.3 2021-04-29 MIPSCompileOp: Invalid instruction 6cfff400
JOGRESS V3 v1.11.3 2021-04-29 MIPSCompileOp: Invalid instruction 000affff
JOGRESS V3 v1.11.3 2021-04-29 Jump to invalid address: 0bfffffc
JOGRESS V3 v1.11.3 2021-04-29 MIPSCompileOp: Invalid instruction 9ff00009
JOGRESS V3 v1.11.3 2021-04-29 MIPSCompileOp: Invalid instruction 00009efd
JOGRESS V3 v1.11.3 2021-04-29 MIPSCompileOp: Invalid instruction 05cffd60
JOGRESS V3 v1.11.3 2021-04-29 MIPSCompileOp: Invalid instruction 000bff81
JOGRESS V3 v1.11.3 2021-04-29 MIPSCompileOp: Invalid instruction 0001cfff
JOGRESS V3 v1.11.3 2021-04-29 MIPSCompileOp: Invalid instruction 030b0e14
JOGRESS V3 v1.11.3 2021-04-29 MIPSCompileOp: Invalid instruction 00005777
JOGRESS V3 v1.11.3 2021-04-29 MIPSCompileOp: Invalid instruction 77500000
JOGRESS V3 v1.11.3 2021-04-29 Unknown GetPointer 29859c9c PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-28 Unknown GetPointer 29859d7c PC 0881c430 LR 0881c440
JOGRESS V3 v1.9.4 2021-04-28 Unknown GetPointer 2985d3dc PC 0881c430 LR 0881c440
JOGRESS V3 v1.10.2 2021-04-27 80420014=__sceSasCore(08bb3b00, 0cb669c0): invalid address
JOGRESS V3 v1.10.2 2021-04-27 Unknown GetPointer bc6dd9ca PC 0884d7bc LR 0884d7dc
JOGRESS V3 v1.11.3 2021-04-25 Unknown GetPointer 2985ffec PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-24 __KernelStopThread: thread 489 does not exist
JOGRESS V3 v1.11.3 2021-04-25 Unknown GetPointer 2985feac PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-24 Unknown GetPointer 2985a63c PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-24 Unknown GetPointer 2985c0ac PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-24 Unknown GetPointer 298608ac PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-22 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5550, pos=0, access=1, data=2, text=2
JOGRESS V3 v1.11.3 2021-04-22 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3328, pos=0, access=1, data=1, text=1
JOGRESS V3 v1.11.3 2021-04-21 Unknown GetPointer 2985bbcc PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-21 Unknown GetPointer 29861d7c PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-05-12 sceGeBreak(mode=0, unknown=08a6ac20): unknown ptr (valid)
JOGRESS V3 v1.11.3 2021-04-20 sceKernelLoadModule: unsupported options size=00000014, flags=089fe978, pos=0, access=1, data=1, text=1
JOGRESS V3 v1.11.3 2021-04-17 Unknown GetPointer 29865b9c PC 0881c430 LR 0881c440
JOGRESS V3 v1.9.4 2021-04-16 Unknown GetPointer 2985a295 PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-15 ReadFromHardware: Invalid address a169ffff near PC a169ffff LR 08a3e7ec
JOGRESS V3 v1.11.3 2021-04-15 Error in shader compilation: info: 0:387: L0002: No matching function for call to 'mul' 0:391: L0001: Expected literal or '(', got 'else' postshader #ifdef GL_ES precision mediump float; #endif // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SL
JOGRESS V3 v1.11.3 2021-04-15 Unknown GetPointer 29866aac PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-14 Unknown GetPointer 2985c7dc PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-14 Unknown GetPointer 298578ec PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-14 Unknown GetPointer 29858a6c PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-13 Unknown GetPointer 298580b7 PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-11 Unknown GetPointer 298625ec PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-09 Unknown GetPointer 2985ebac PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-07 Unknown GetPointer 29858eec PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-07 Unknown GetPointer 2986380c PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-07 Unknown GetPointer 2985ee6c PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-06 Unknown GetPointer 29861e2c PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-10 Unknown GetPointer 29861b6c PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-05 Unknown GetPointer 298597ec PC 0881c430 LR 0881c440
JOGRESS V3 v1.10 2021-04-03 Texture with unexpected bufw (full=58400)
JOGRESS V3 v1.11.3 2021-04-03 Unknown GetPointer 2985784c PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-02 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145759344
JOGRESS V3 v1.11.3 2021-04-01 Unknown GetPointer 2985e6ac PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-04-01 Error in shader program link: info: Link Error: Fragment shader is missing. fs: thin3d vs: thin3d #version 320 es #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec3 Position; attribute vec4 Color0; attribute vec2 TexCoord0; varying vec4 oColor0; varying vec2 oTexCoord0; uniform mat4 WorldViewProj; void main() { gl_Position = WorldViewProj * vec4(Position, 1.0); oColor0 = Color0; oTexCoord0 = TexCoord0; }
JOGRESS V3 v1.11.3 2021-03-30 Unknown GetPointer 29865939 PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-03-29 ReadFromHardware: Invalid address ffffffff near PC ffffffff LR 08a1f474
JOGRESS V3 v1.11.3 2021-03-26 Unknown GetPointer 2985e7ec PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-03-23 Unknown GetPointer 2985a4bc PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-03-23 Unknown GetPointer 298590ac PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-03-22 Unknown GetPointer 2985ae2c PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-03-21 Unknown GetPointer 2986145c PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-03-21 ReadFromHardware: Invalid address f0050507 near PC f0050507 LR 08a3c1a4
JOGRESS V3 v1.11.2 2021-03-21 Unknown GetPointer 2985f86c PC 0881c430 LR 0881c440
JOGRESS V3 v1.10.3 2021-03-19 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1
JOGRESS V3 v1.11.3 2021-03-19 Unknown GetPointer 2985fd4c PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-03-18 Unknown GetPointer 298582a8 PC 0881c430 LR 0881c440
JOGRESS V3 v1.10.3 2021-03-18 Ignoring func export sceCcc/fb7846e2, already implemented in HLE.
JOGRESS V3 v1.10.3 2021-03-18 Ignoring func export sceCcc/f1b73d12, already implemented in HLE.
JOGRESS V3 v1.10.3 2021-03-18 Ignoring func export sceCcc/e0cf8091, already implemented in HLE.
JOGRESS V3 v1.10.3 2021-03-18 Ignoring func export sceCcc/d9392ccb, already implemented in HLE.
JOGRESS V3 v1.10.3 2021-03-18 Ignoring func export sceCcc/d2b18485, already implemented in HLE.
JOGRESS V3 v1.10.3 2021-03-18 Ignoring func export sceCcc/cc0a8bda, already implemented in HLE.
JOGRESS V3 v1.10.3 2021-03-18 Ignoring func export sceCcc/c6a8bee2, already implemented in HLE.
JOGRESS V3 v1.10.3 2021-03-18 Ignoring func export sceCcc/c56949ad, already implemented in HLE.
JOGRESS V3 v1.11.2 2021-03-17 Unknown GetPointer 298634ac PC 0881c430 LR 0881c440
JOGRESS V3 v1.9.4 2021-03-16 Garbage libstub address or end
JOGRESS V3 v1.11.3 2021-03-16 Unknown GetPointer 00000047 PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-03-15 Unknown GetPointer 2985ce2c PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-03-13 Unknown GetPointer 2985cd6c PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.2 2021-03-12 Unknown GetPointer 298591ac PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.2 2021-03-12 Unknown GetPointer 2986521c PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.3 2021-03-12 Unknown GetPointer 29861c5c PC 0881c430 LR 0881c440
JOGRESS V3 v1.11.2 2021-03-10 Unknown GetPointer 2985f82c PC 0881c430 LR 0881c440