Recent logs - クロヒョウ2 龍が如く 阿修羅編

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Game title Version Latest Report Message
クロヒョウ2 龍が如く 阿修羅編 v1.8.0 2019-08-21 FBO using existing buffer as depthbuffer, 04000000/04088000 and 04088000/04110000
クロヒョウ2 龍が如く 阿修羅編 v1.8.0 2019-08-17 FBO using existing buffer as depthbuffer, 04000000/04088000 and 04088000/04088000
クロヒョウ2 龍が如く 阿修羅編 v1.8.0 2019-07-28 Unknown GetPointer 00000000 PC 08a22a5c LR 08a22bb4
クロヒョウ2 龍が如く 阿修羅編 v1.8.0 2019-07-07 sceDmacMemcpy(dest=04136400, src=09a49760, size=1728): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.8.0 2019-06-22 Unknown GetPointer 00000000 PC 089f5930 LR 08000030
クロヒョウ2 龍が如く 阿修羅編 v1.6.3 2019-06-15 sceDmacMemcpy(dest=04116400, src=097f2310, size=2808): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.8.0 2019-07-01 GL ran out of GPU memory; switching to low memory mode
クロヒョウ2 龍が如く 阿修羅編 v1.6.3-492-g9fddfff66 2019-05-31 Error in shader program link: info: (unknown reason) fs: 00000000:0000d3a2 Tex TexAlpha TClampST TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 00000000:00000012 THR Tex #version 300 es precision highp float; 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; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
クロヒョウ2 龍が如く 阿修羅編 v1.6.3-492-g9fddfff66 2019-05-31 Error in shader program link: info: (unknown reason) fs: 00000000:00000382 Tex TClampST TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 00000000:00000012 THR Tex #version 300 es precision highp float; 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; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
クロヒョウ2 龍が如く 阿修羅編 v1.6.3-492-g9fddfff66 2019-05-31 WriteToHardware: Invalid address 00000008 near PC 08000000 LR 08000000
クロヒョウ2 龍が如く 阿修羅編 v1.6.3-492-g9fddfff66 2019-05-31 WriteToHardware: Invalid address 00000054 near PC 08000000 LR 08000000
クロヒョウ2 龍が如く 阿修羅編 v1.8.0 2019-08-21 FBO created from existing depthbuffer as color, 04088000/04110000 and 040f0000/04088000
クロヒョウ2 龍が如く 阿修羅編 v1.8.0 2019-08-21 FBO created from existing depthbuffer as color, 04088000/04110000 and 040ec000/04088000
クロヒョウ2 龍が如く 阿修羅編 v1.8.0 2019-08-21 FBO created from existing depthbuffer as color, 04088000/04110000 and 040dc000/04088000
クロヒョウ2 龍が如く 阿修羅編 v1.8.0 2019-08-21 FBO created from existing depthbuffer as color, 04088000/04110000 and 040cc000/04088000
クロヒョウ2 龍が如く 阿修羅編 v1.8.0 2019-04-09 sceDmacMemcpy(dest=08689000, src=08f80c80, size=115456): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.8.0 2019-08-10 Unknown GetPointer 00000000 PC 08a0c1e8 LR 08a0c1e8
クロヒョウ2 龍が如く 阿修羅編 v1.8.0 2019-07-25 sceDmacMemcpy(dest=0874a580, src=08f80c80, size=131776): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.7.4 2019-03-11 sceDmacMemcpy(dest=04136400, src=09a69e60, size=1760): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.7.4 2019-02-16 sceDmacMemcpy(dest=04136400, src=099d27e0, size=1728): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.6.3-492-g9fddfff66 2019-02-07 sceDmacMemcpy(dest=04136400, src=0989e6d0, size=4572): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.7.5 2019-01-10 80020190=sceKernelCreateThread(user_main, 089f5a50, 00000020, 65536, 80004000, 00000000): out of memory, 00010000 stack requested
クロヒョウ2 龍が如く 阿修羅編 v1.7.5 2019-01-10 Returned from deleted module start/stop func
クロヒョウ2 龍が如く 阿修羅編 v1.7.4 2018-12-17 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context ERROR: error(#273) 1 compilation errors. No code generated depal #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (mod(index.g * 7.998750, 256.0) * 0.003906) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); }
クロヒョウ2 龍が如く 阿修羅編 v1.7.4 2018-12-17 Error in shader program link: info: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. fs: depal (failed) #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (mod(index.g * 7.998750, 256.0) * 0.003906) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); } vs: depal (failed) #ifdef GL_ES precision highp float; #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
クロヒョウ2 龍が如く 阿修羅編 v1.7.4 2018-12-17 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context ERROR: error(#273) 1 compilation errors. No code generated depal #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (index.b * 0.121094) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); }
クロヒョウ2 龍が如く 阿修羅編 v1.7.4 2018-12-17 Error in shader program link: info: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. fs: depal (failed) #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (index.b * 0.121094) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); } vs: depal (failed) #ifdef GL_ES precision highp float; #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
クロヒョウ2 龍が如く 阿修羅編 v1.7.4 2018-12-17 Error in shader program link: info: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. fs: depal (failed) #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (index.g * 0.121094) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); } vs: depal (failed) #ifdef GL_ES precision highp float; #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
クロヒョウ2 龍が如く 阿修羅編 v1.7.4 2018-12-17 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context ERROR: error(#273) 1 compilation errors. No code generated depal #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (index.g * 0.121094) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); }
クロヒョウ2 龍が如く 阿修羅編 v1.7.4 2018-12-17 Error in shader program link: info: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. fs: depal (failed) #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (index.r * 0.121094) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); } vs: depal (failed) #ifdef GL_ES precision highp float; #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
クロヒョウ2 龍が如く 阿修羅編 v1.7.4 2018-12-17 Error in shader compilation: info: Vertex shader failed to compile with the following errors: ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context ERROR: error(#273) 1 compilation errors. No code generated depal #ifdef GL_ES precision highp float; #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
クロヒョウ2 龍が如く 阿修羅編 v1.7.4 2018-12-17 Error in shader program link: info: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. fs: depal (failed) #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (mod(index.r * 15.995000, 16.0) * 0.003906) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); } vs: depal (failed) #ifdef GL_ES precision highp float; #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
クロヒョウ2 龍が如く 阿修羅編 v1.7.4 2018-12-17 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context ERROR: error(#273) 1 compilation errors. No code generated depal #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (mod(index.r * 15.995000, 16.0) * 0.003906) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); }
クロヒョウ2 龍が如く 阿修羅編 v1.7.4 2018-12-17 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context ERROR: error(#273) 1 compilation errors. No code generated depal #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (index.r * 0.121094) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); }
クロヒョウ2 龍が如く 阿修羅編 v1.8.0-88-g24cfad87d 2019-08-22 FBO using existing buffer as depthbuffer, 04116200/04088000 and 04088000/04110000
クロヒョウ2 龍が如く 阿修羅編 v1.8.0 2019-08-21 FBO using existing buffer as depthbuffer, 04156900/04088000 and 04088000/04110000
クロヒョウ2 龍が如く 阿修羅編 v1.8.0 2019-08-21 FBO using existing buffer as depthbuffer, 040cc000/04088000 and 04088000/04110000
クロヒョウ2 龍が如く 阿修羅編 v1.8.0-88-g24cfad87d 2019-08-24 FBO using existing buffer as depthbuffer, 04044000/04088000 and 04088000/04110000
クロヒョウ2 龍が如く 阿修羅編 v1.8.0-88-g24cfad87d 2019-08-24 FBO created from existing depthbuffer as color, 04088000/04110000 and 04000000/04088000
クロヒョウ2 龍が如く 阿修羅編 v1.8.0-88-g24cfad87d 2019-08-24 FBO created from existing depthbuffer as color, 04088000/04110000 and 04044000/04088000
クロヒョウ2 龍が如く 阿修羅編 v1.8.0-88-g24cfad87d 2019-08-24 FBO using existing buffer as depthbuffer, 04044000/04088000 and 04088000/04088000
クロヒョウ2 龍が如く 阿修羅編 v1.8.0-88-g24cfad87d 2019-08-24 FBO using existing buffer as depthbuffer, 04116200/04088000 and 04088000/04088000
クロヒョウ2 龍が如く 阿修羅編 v1.7.1-243-g80e7f083e 2018-12-10 Attempting to texture from target (src=040dc000 / target=040dc000 / flags=7)
クロヒョウ2 龍が如く 阿修羅編 v1.8.0-88-g24cfad87d 2019-08-24 FBO using existing buffer as depthbuffer, 040cc000/04088000 and 04088000/04088000
クロヒョウ2 龍が如く 阿修羅編 v1.8.0-88-g24cfad87d 2019-08-24 FBO using existing buffer as depthbuffer, 04156900/04088000 and 04088000/04088000
クロヒョウ2 龍が如く 阿修羅編 v1.7.5 2019-03-03 sceDmacMemcpy(dest=0874a580, src=08f80c80, size=131840): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.6.3 2018-09-30 sceDmacMemcpy(dest=04156400, src=09a33610, size=4824): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.6.3 2018-09-15 sceDmacMemcpy(dest=08500000, src=08f80c80, size=131776): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.6.3-350-g6f173b913 2018-08-15 Error in shader program link: info: ERROR: 0:15: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. fs: 00000000:0001d062 Tex TexAlpha Depal TFuncMod AlphaTest0 > (failed) #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; precision highp int; uniform sampler2D tex; uniform sampler2D testtex; uniform sampler2D pal; uniform int u_depal; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0); vec2 fraction; bool bilinear = (u_depal >> 31) != 0; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } vec4 t = texture(tex, uv_round); vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); int depalMask = (u_depal & 0xFF); int depalShift = ((u_depal >> 8) & 0xFF); int depalOffset = (((u_depal >> 16) & 0xFF) << 4); int depalFmt = ((u_depal >> 24) & 0x3); ivec4 col; int index0; int index1; int index2; int index3; switch (depalFmt) { case 0: col = ivec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = ivec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = ivec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = ivec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0); t3 = texelFetch(pal, ivec2(index3, 0), 0)
クロヒョウ2 龍が如く 阿修羅編 v1.6.3-350-g6f173b913 2018-08-15 Error in shader program link: info: ERROR: 0:16: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. fs: 00000000:000003c2 Tex Depal TClampST TFuncMod (failed) #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform int u_depal; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0); vec2 fraction; bool bilinear = (u_depal >> 31) != 0; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } vec4 t = texture(tex, uv_round); vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); int depalMask = (u_depal & 0xFF); int depalShift = ((u_depal >> 8) & 0xFF); int depalOffset = (((u_depal >> 16) & 0xFF) << 4); int depalFmt = ((u_depal >> 24) & 0x3); ivec4 col; int index0; int index1; int index2; int index3; switch (depalFmt) { case 0: col = ivec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = ivec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = ivec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = ivec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset;
クロヒョウ2 龍が如く 阿修羅編 v1.6.3-350-g6f173b913 2018-08-15 Error in shader program link: info: ERROR: 0:16: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. fs: 00000000:000000c2 Tex Depal TClamp TFuncMod (failed) #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform int u_depal; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec2 fixedcoord = vec2(mod(v_texcoord.x, u_texclamp.x), mod(v_texcoord.y, u_texclamp.y)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0); vec2 fraction; bool bilinear = (u_depal >> 31) != 0; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } vec4 t = texture(tex, uv_round); vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); int depalMask = (u_depal & 0xFF); int depalShift = ((u_depal >> 8) & 0xFF); int depalOffset = (((u_depal >> 16) & 0xFF) << 4); int depalFmt = ((u_depal >> 24) & 0x3); ivec4 col; int index0; int index1; int index2; int index3; switch (depalFmt) { case 0: col = ivec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = ivec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = ivec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = ivec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFet
クロヒョウ2 龍が如く 阿修羅編 v1.6.3-350-g6f173b913 2018-08-15 Error in shader program link: info: ERROR: 0:16: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. fs: 00002a82:00000042 Tex Depal ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod (failed) #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; precision highp int; uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; uniform sampler2D pal; uniform int u_depal; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0); vec2 fraction; bool bilinear = (u_depal >> 31) != 0; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } vec4 t = texture(tex, uv_round); vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); int depalMask = (u_depal & 0xFF); int depalShift = ((u_depal >> 8) & 0xFF); int depalOffset = (((u_depal >> 16) & 0xFF) << 4); int depalFmt = ((u_depal >> 24) & 0x3); ivec4 col; int index0; int index1; int index2; int index3; switch (depalFmt) { case 0: col = ivec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = ivec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = ivec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = ivec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0); t3 = texe
クロヒョウ2 龍が如く 阿修羅編 v1.6.3-350-g6f173b913 2018-08-15 Error in shader program link: info: ERROR: 0:14: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. fs: 00000000:00000042 Tex Depal TFuncMod (failed) #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; precision highp int; uniform sampler2D tex; uniform sampler2D pal; uniform int u_depal; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0); vec2 fraction; bool bilinear = (u_depal >> 31) != 0; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } vec4 t = texture(tex, uv_round); vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); int depalMask = (u_depal & 0xFF); int depalShift = ((u_depal >> 8) & 0xFF); int depalOffset = (((u_depal >> 16) & 0xFF) << 4); int depalFmt = ((u_depal >> 24) & 0x3); ivec4 col; int index0; int index1; int index2; int index3; switch (depalFmt) { case 0: col = ivec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = ivec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = ivec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = ivec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0); t3 = texelFetch(pal, ivec2(index3, 0), 0); t = mix(t, t1, fraction.x); t2 = mix(t2
クロヒョウ2 龍が如く 阿修羅編 v1.6.3-350-g6f173b913 2018-08-15 Error in shader program link: info: ERROR: 0:15: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. fs: 00000000:0000d062 Tex TexAlpha Depal TFuncMod AlphaTest > (failed) #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; precision highp int; uniform sampler2D tex; uniform sampler2D testtex; uniform sampler2D pal; uniform int u_depal; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0); vec2 fraction; bool bilinear = (u_depal >> 31) != 0; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } vec4 t = texture(tex, uv_round); vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); int depalMask = (u_depal & 0xFF); int depalShift = ((u_depal >> 8) & 0xFF); int depalOffset = (((u_depal >> 16) & 0xFF) << 4); int depalFmt = ((u_depal >> 24) & 0x3); ivec4 col; int index0; int index1; int index2; int index3; switch (depalFmt) { case 0: col = ivec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = ivec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = ivec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = ivec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0); t3 = texelFetch(pal, ivec2(index3, 0), 0);
クロヒョウ2 龍が如く 阿修羅編 v1.6.3-350-g6f173b913 2018-08-15 Error in shader program link: info: ERROR: 0:14: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. fs: 00000000:00000062 Tex TexAlpha Depal TFuncMod (failed) #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; precision highp int; uniform sampler2D tex; uniform sampler2D pal; uniform int u_depal; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0); vec2 fraction; bool bilinear = (u_depal >> 31) != 0; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } vec4 t = texture(tex, uv_round); vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); int depalMask = (u_depal & 0xFF); int depalShift = ((u_depal >> 8) & 0xFF); int depalOffset = (((u_depal >> 16) & 0xFF) << 4); int depalFmt = ((u_depal >> 24) & 0x3); ivec4 col; int index0; int index1; int index2; int index3; switch (depalFmt) { case 0: col = ivec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = ivec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = ivec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = ivec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0); t3 = texelFetch(pal, ivec2(index3, 0), 0); t = mix(t, t1, fraction.x); t2
クロヒョウ2 龍が如く 阿修羅編 v1.6.3-350-g6f173b913 2018-08-15 Error in shader program link: info: ERROR: 0:16: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. fs: 00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod (failed) #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform int u_depal; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0); vec2 fraction; bool bilinear = (u_depal >> 31) != 0; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } vec4 t = texture(tex, uv_round); vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); int depalMask = (u_depal & 0xFF); int depalShift = ((u_depal >> 8) & 0xFF); int depalOffset = (((u_depal >> 16) & 0xFF) << 4); int depalFmt = ((u_depal >> 24) & 0x3); ivec4 col; int index0; int index1; int index2; int index3; switch (depalFmt) { case 0: col = ivec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = ivec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = ivec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = ivec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depa
クロヒョウ2 龍が如く 阿修羅編 v1.6.3 2018-07-06 sceDmacMemcpy(dest=0876a000, src=08f80c80, size=13504): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.8.0 2019-05-20 sceDmacMemcpy(dest=0871f000, src=08f80c80, size=123648): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.6.3 2018-07-05 Render to texture with different formats 0 != 3
クロヒョウ2 龍が如く 阿修羅編 v1.6.3 2019-03-08 sceDmacMemcpy(dest=08680000, src=08f80c80, size=131840): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.8.0 2019-08-21 00000000=sceUtilityScreenshotInitStart(09072210)
クロヒョウ2 龍が如く 阿修羅編 v1.4.2 2018-04-26 sceDmacMemcpy(dest=08500000, src=08f80c80, size=131840): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.5.4 2018-03-30 sceDmacMemcpy(dest=08689000, src=08f80c80, size=119616): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.5.4 2018-03-13 sceDmacMemcpy(dest=08689000, src=08f80c80, size=119552): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.8.0 2019-08-21 sceDmacMemcpy(dest=04044000, src=04000000, size=278528): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.8.0 2019-08-16 sceDmacMemcpy(dest=04000000, src=04044000, size=278528): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.7.4 2019-06-24 Attempting to texture from target (src=000dc000 / target=000dc000 / flags=0)
クロヒョウ2 龍が如く 阿修羅編 v1.5.4 2018-01-21 WriteToHardware: Invalid address 0000048c near PC 08000000 LR 08000000
クロヒョウ2 龍が如く 阿修羅編 v1.7.5 2019-07-18 Attempting to texture from target (src=000dc000 / target=000dc000 / flags=7)
クロヒョウ2 龍が如く 阿修羅編 v1.4.2 2017-10-28 sceDmacMemcpy(dest=0867f300, src=08f80c80, size=131840): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.3 2017-10-24 sceDmacMemcpy(dest=04176400, src=09b94ce0, size=1540): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.4.2 2017-07-25 sceDmacMemcpy(dest=04136400, src=09a6e5a0, size=1624): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.4.2 2017-07-25 sceDmacMemcpy(dest=0871f000, src=08f80c80, size=123648): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.4.2 2017-06-11 sceDmacMemcpy(dest=08680000, src=08f80c80, size=131840): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.3.0.1 2017-05-31 sceDmacMemcpy(dest=04136400, src=0958ebb0, size=1792): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.8.0 2019-06-21 00000000=sceDisplaySetHoldMode(00000001): unsupported
クロヒョウ2 龍が如く 阿修羅編 v1.4-109-g2c6161c 2017-05-10 sceDmacMemcpy(dest=04136400, src=099b5d10, size=4824): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.7.5 2019-04-22 FBO using existing buffer as depthbuffer, 00000000/00088000 and 00088000/00110000
クロヒョウ2 龍が如く 阿修羅編 v1.8.0 2019-08-20 Attempted or for logic op: 7
クロヒョウ2 龍が如く 阿修羅編 v1.2.2 2016-05-25 sceDmacMemcpy(dest=08689000, src=08f80c80, size=119616): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.2.1-36-ga8907cb 2016-05-01 Game install with no files / data
クロヒョウ2 龍が如く 阿修羅編 v1.2.2 2016-04-17 sceDmacMemcpy(dest=04136400, src=09a0e5e0, size=1792): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.1.1-66-g5ebd7bf 2016-03-20 MIPSCompileOp: Invalid instruction cccd0000
クロヒョウ2 龍が如く 阿修羅編 v1.0-33-ge6af3cf 2016-03-05 sceKernelChangeThreadPriority(2844, 31): thread is dormant
クロヒョウ2 龍が如く 阿修羅編 v1.0-33-ge6af3cf 2016-03-05 sceKernelChangeThreadPriority(422, 31): thread is dormant
クロヒョウ2 龍が如く 阿修羅編 v1.8.0-88-g24cfad87d 2019-08-23 Using rendered texture with rendered CLUT: texfmt=6, clutfmt=3
クロヒョウ2 龍が如く 阿修羅編 v1.8.0-88-g24cfad87d 2019-08-24 Using texture with rendered CLUT: texfmt=6, clutfmt=3
クロヒョウ2 龍が如く 阿修羅編 v1.1.1-543-g614eff1 2016-01-05 Using rendered CLUT for texture decode at 04116200 (256x1x0)
クロヒョウ2 龍が如く 阿修羅編 v1.0-33-ge6af3cf 2015-11-13 sceKernelChangeThreadPriority(2110, 31): thread is dormant
クロヒョウ2 龍が如く 阿修羅編 v1.0-33-ge6af3cf 2015-11-13 sceKernelChangeThreadPriority(1489, 31): thread is dormant
クロヒョウ2 龍が如く 阿修羅編 v1.0-33-ge6af3cf 2015-11-13 sceKernelChangeThreadPriority(371, 31): thread is dormant
クロヒョウ2 龍が如く 阿修羅編 v1.0-33-ge6af3cf 2015-09-04 sceKernelChangeThreadPriority(389, 31): thread is dormant
クロヒョウ2 龍が如く 阿修羅編 v1.0.1-769-gc4ea4e3 2015-08-10 sceKernelChangeThreadPriority(400, 31): thread is dormant
クロヒョウ2 龍が如く 阿修羅編 v1.0-33-ge6af3cf 2015-05-24 sceKernelChangeThreadPriority(377, 31): thread is dormant
クロヒョウ2 龍が如く 阿修羅編 v1.0-33-ge6af3cf 2015-05-23 sceKernelChangeThreadPriority(373, 31): thread is dormant
クロヒョウ2 龍が如く 阿修羅編 v1.0-33-ge6af3cf 2015-05-07 sceKernelChangeThreadPriority(942, 31): thread is dormant
クロヒョウ2 龍が如く 阿修羅編 v1.0-33-ge6af3cf 2015-05-07 sceKernelChangeThreadPriority(685, 31): thread is dormant
クロヒョウ2 龍が如く 阿修羅編 v1.0-33-ge6af3cf 2015-05-07 sceKernelChangeThreadPriority(459, 31): thread is dormant
クロヒョウ2 龍が如く 阿修羅編 v1.0-33-ge6af3cf 2015-05-05 sceKernelChangeThreadPriority(590, 31): thread is dormant
クロヒョウ2 龍が如く 阿修羅編 v1.0-33-ge6af3cf 2015-05-05 sceKernelChangeThreadPriority(882, 31): thread is dormant