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Game title |
Version |
Latest Report |
Message |
ダンボール戦機W |
v1.4 |
2023-01-24 |
Jump to invalid address: 03d26a00 PC 0931dcc4 LR 0931db44 |
ダンボール戦機W |
v1.4 |
2023-01-24 |
Jump to invalid address: 04c74b00 PC 0931dcd4 LR 0931db44 |
ダンボール戦機W |
v1.4 |
2023-01-24 |
Jump to invalid address: 02f02890 PC 0931db48 LR 0931db44 |
ダンボール戦機W |
v1.4 |
2023-01-24 |
Jump to invalid address: 01001b00 PC 0931db44 LR 0931db44 |
ダンボール戦機W |
v1.4 |
2023-01-24 |
Jump to invalid address: 04cec240 PC 0931dcd8 LR 0931db44 |
ダンボール戦機W |
v1.4 |
2023-01-24 |
Jump to invalid address: 03d26a00 PC 0931db84 LR 0931db44 |
ダンボール戦機W |
v1.4 |
2023-01-24 |
Jump to invalid address: 04b12800 PC 0931db80 LR 0931db44 |
ダンボール戦機W |
v1.4 |
2023-01-24 |
Jump to invalid address: 03cc7f40 PC 0931dcdc LR 0931db44 |
ダンボール戦機W |
v1.4 |
2023-01-24 |
Jump to invalid address: 03164bf0 PC 0931dcd0 LR 0931db44 |
ダンボール戦機W |
v1.4 |
2023-01-24 |
Jump to invalid address: 04c76b00 PC 0931db78 LR 0931db44 |
ダンボール戦機W |
v1.4 |
2023-01-24 |
Jump to invalid address: 04c772c0 PC 0931db74 LR 0931db44 |
ダンボール戦機W |
v1.4 |
2023-01-24 |
Jump to invalid address: 04ceb2c0 PC 0931db7c LR 0931db44 |
ダンボール戦機W |
v1.4 |
2023-01-24 |
Jump to invalid address: 0c000000 PC 09427d88 LR 09427c54 |
ダンボール戦機W |
v1.4 |
2023-01-24 |
Jump to invalid address: 055aaf00 PC 09427c8c LR 09427c54 |
ダンボール戦機W |
v1.4 |
2023-01-24 |
Jump to invalid address: 0b0000d8 PC 09427c70 LR 09427c54 |
ダンボール戦機W |
v1.4 |
2023-01-24 |
MIPSCompileOp: Invalid instruction 42ff0000 |
ダンボール戦機W |
v1.4 |
2023-01-24 |
Jump to invalid address: 0509f640 PC 09427c84 LR 09427c54 |
ダンボール戦機W |
v1.4 |
2023-01-24 |
Jump to invalid address: 0509ef40 PC 09427c88 LR 09427c54 |
ダンボール戦機W |
v1.4 |
2023-01-24 |
Jump to invalid address: 03d26a00 PC 09427c94 LR 09427c54 |
ダンボール戦機W |
v1.4 |
2023-01-24 |
MIPSCompileOp: Invalid instruction 01ee751e |
ダンボール戦機W |
v1.4 |
2023-01-24 |
Jump to invalid address: 04c29540 PC 09427c90 LR 09427c54 |
ダンボール戦機W |
v1.4 |
2023-01-24 |
Jump to invalid address: 02f02890 PC 09427c58 LR 09427c54 |
ダンボール戦機W |
v1.4 |
2023-01-24 |
MIPSCompileOp: Invalid instruction d10a0000 |
ダンボール戦機W |
v1.4 |
2023-01-24 |
Jump to invalid address: 01046600 PC 09427c54 LR 09427c54 |
ダンボール戦機W |
v1.14.4 |
2023-03-11 |
NpSignin Init Params: 00000000, 00000000, 00000000, 00000000 |
ダンボール戦機W |
v1.4 |
2023-01-17 |
Jump to invalid address: 050b9c80 PC 0942e614 LR 0942e5e4 |
ダンボール戦機W |
v1.4 |
2023-01-17 |
Jump to invalid address: 050cb280 PC 0942e61c LR 0942e5e4 |
ダンボール戦機W |
v1.4 |
2023-01-17 |
Jump to invalid address: 04d83640 PC 0942e620 LR 0942e5e4 |
ダンボール戦機W |
v1.4 |
2023-01-17 |
Jump to invalid address: 03d26a00 PC 0942e624 LR 0942e5e4 |
ダンボール戦機W |
v1.4 |
2023-01-17 |
Jump to invalid address: 014f28c0 PC 0942e5e4 LR 0942e5e4 |
ダンボール戦機W |
v1.4 |
2023-01-17 |
Jump to invalid address: 02f02890 PC 0942e5e8 LR 0942e5e4 |
ダンボール戦機W |
v1.4 |
2023-01-17 |
Jump to invalid address: 050b9580 PC 0942e618 LR 0942e5e4 |
ダンボール戦機W |
v1.4 |
2023-01-17 |
Jump to invalid address: 055aaf00 PC 09436d1c LR 09436ce4 |
ダンボール戦機W |
v1.4 |
2023-01-17 |
Jump to invalid address: 03d26a00 PC 09436d24 LR 09436ce4 |
ダンボール戦機W |
v1.4 |
2023-01-17 |
Jump to invalid address: 050db180 PC 09436d18 LR 09436ce4 |
ダンボール戦機W |
v1.4 |
2023-01-17 |
Jump to invalid address: 04d2d0c0 PC 09436d20 LR 09436ce4 |
ダンボール戦機W |
v1.4 |
2023-01-17 |
Jump to invalid address: 050dbc00 PC 09436d14 LR 09436ce4 |
ダンボール戦機W |
v1.4 |
2023-01-17 |
Jump to invalid address: 02f02890 PC 09436ce8 LR 09436ce4 |
ダンボール戦機W |
v1.4 |
2023-01-17 |
Jump to invalid address: 0150ee40 PC 09436ce4 LR 09436ce4 |
ダンボール戦機W |
v1.4 |
2023-01-15 |
Jump to invalid address: 02f02890 PC 09460f48 LR 09460f44 |
ダンボール戦機W |
v1.4 |
2023-01-15 |
Jump to invalid address: 051841c0 PC 09460f74 LR 09460f44 |
ダンボール戦機W |
v1.4 |
2023-01-15 |
Jump to invalid address: 015395c0 PC 09460f44 LR 09460f44 |
ダンボール戦機W |
v1.4 |
2023-01-15 |
MIPSCompileOp: Invalid instruction ee502f2b |
ダンボール戦機W |
v1.4 |
2023-01-15 |
Jump to invalid address: 03d26a00 PC 09460f84 LR 09460f44 |
ダンボール戦機W |
v1.4 |
2023-01-15 |
Jump to invalid address: 051bd880 PC 09460f7c LR 09460f44 |
ダンボール戦機W |
v1.4 |
2023-01-15 |
MIPSCompileOp: Invalid instruction ceed4300 |
ダンボール戦機W |
v1.4 |
2023-01-15 |
Jump to invalid address: 02cf3b34 PC 09460f5c LR 09460f44 |
ダンボール戦機W |
v1.4 |
2023-01-15 |
Jump to invalid address: 05183b00 PC 09460f78 LR 09460f44 |
ダンボール戦機W |
v1.4 |
2023-01-15 |
Jump to invalid address: 0513e780 PC 09460f80 LR 09460f44 |
ダンボール戦機W |
v1.14.4 |
2023-01-14 |
Jump to invalid address: 02ee5520 |
ダンボール戦機W |
v1.14.4 |
2023-03-22 |
Ignoring possible texturing from framebuffer at 04178000 +0x272 / 256x512 |
ダンボール戦機W |
v1.14.4 |
2023-03-23 |
Ignoring possible texturing from framebuffer at 04134000 +0x272 / 256x512 |
ダンボール戦機W |
v1.13.2 |
2022-11-18 |
Branch in Jump delay slot at 091699a4 in block starting at 091699a0 |
ダンボール戦機W |
v1.13.2 |
2022-11-18 |
Branch in Jump delay slot at 091699a0 in block starting at 091699a0 |
ダンボール戦機W |
v1.13.2 |
2022-11-16 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2 |
ダンボール戦機W |
v1.13.2 |
2022-11-16 |
sceKernelLoadModule: unsupported options size=00000014, flags=089fe978, pos=0, access=1, data=1, text=1 |
ダンボール戦機W |
v1.13.2 |
2022-10-21 |
Unknown GetPointerWrite 00000000 PC 089454a4 LR 089454b4 |
ダンボール戦機W |
v1.12.3 |
2022-06-13 |
Unimplemented HLE function sceUtilityPsnGetStatus |
ダンボール戦機W |
v1.9.0 |
2022-05-16 |
WriteToHardware: Invalid address 01485024 near PC 088a2590 LR 08968f18 |
ダンボール戦機W |
v1.9.0 |
2022-05-07 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08882c80 |
ダンボール戦機W |
v1.12.3 |
2022-05-01 |
Jump to invalid address: 0c7c8c00 PC 09421c8c LR 09421c84 |
ダンボール戦機W |
v1.12.3 |
2022-05-01 |
Jump to invalid address: 02f02890 PC 09421c88 LR 09421c84 |
ダンボール戦機W |
v1.12.3 |
2022-05-01 |
Jump to invalid address: 014ed8c0 PC 09421c84 LR 09421c84 |
ダンボール戦機W |
v1.12.3 |
2022-04-27 |
Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it.
fs: 00000000:0900d822 Tex TexAlpha LM StenToAlpha Sten1 TFuncMod AlphaTest >
#version 300 es
// Adreno (TM) 540 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D testtex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
fragColor0 = vec4(v.rgb, 1.0);
}
vs: 01000000:00000b31 HWX T N LM Tex Light: Cull
#version 300 es
// Adreno (TM) 540 - GLSL 300
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 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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
ダンボール戦機W |
v1.12.3 |
2022-04-27 |
Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it.
fs: 00000000:00000802 Tex LM TFuncMod
#version 300 es
// Adreno (TM) 540 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
fragColor0 = v;
}
vs: 01000000:00000b31 HWX T N LM Tex Light: Cull
#version 300 es
// Adreno (TM) 540 - GLSL 300
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 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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
ダンボール戦機W |
v1.12.3 |
2022-04-27 |
Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it.
fs: 00000000:0901d822 Tex TexAlpha LM StenToAlpha Sten1 TFuncMod AlphaTest0 >
#version 300 es
// Adreno (TM) 540 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D testtex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
if (v.a < 0.002) DISCARD;
fragColor0 = vec4(v.rgb, 1.0);
}
vs: 01000000:00000b31 HWX T N LM Tex Light: Cull
#version 300 es
// Adreno (TM) 540 - GLSL 300
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 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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
ダンボール戦機W |
v1.12.3 |
2022-04-27 |
Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it.
fs: 00000000:0001d822 Tex TexAlpha LM TFuncMod AlphaTest0 >
#version 300 es
// Adreno (TM) 540 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D testtex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
vs: 01000000:00000b31 HWX T N LM Tex Light: Cull
#version 300 es
// Adreno (TM) 540 - GLSL 300
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 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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
ダンボール戦機W |
v1.12.3 |
2022-04-27 |
Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it.
fs: 00000000:0901d802 Tex LM StenToAlpha Sten1 TFuncMod AlphaTest0 >
#version 300 es
// Adreno (TM) 540 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D testtex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
if (v.a < 0.002) DISCARD;
fragColor0 = vec4(v.rgb, 1.0);
}
vs: 01000000:00000b31 HWX T N LM Tex Light: Cull
#version 300 es
// Adreno (TM) 540 - GLSL 300
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 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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
ダンボール戦機W |
v1.12.3 |
2022-04-27 |
Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it.
fs: 00000000:0001d802 Tex LM TFuncMod AlphaTest0 >
#version 300 es
// Adreno (TM) 540 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D testtex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
vs: 01000000:00000b31 HWX T N LM Tex Light: Cull
#version 300 es
// Adreno (TM) 540 - GLSL 300
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 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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
ダンボール戦機W |
v1.12.3 |
2022-04-27 |
Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it.
fs: 00000000:09000802 Tex LM StenToAlpha Sten1 TFuncMod
#version 300 es
// Adreno (TM) 540 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
fragColor0 = vec4(v.rgb, 1.0);
}
vs: 01000000:00000b31 HWX T N LM Tex Light: Cull
#version 300 es
// Adreno (TM) 540 - GLSL 300
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 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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
ダンボール戦機W |
v1.12.3 |
2022-04-26 |
Error in shader program link: info: The fragment shader uses varying v_fogdepth, but previous shader does not write to it.
fs: 00000000:09000802 Tex LM StenToAlpha Sten1 TFuncMod
#version 300 es
// Adreno (TM) 540 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
fragColor0 = vec4(v.rgb, 1.0);
}
vs: 01100001:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 Cull
#version 300 es
// Adreno (TM) 540 - GLSL 300
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 lowp vec3 u_lightspecular0;
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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
ダンボール戦機W |
v1.12.3 |
2022-04-26 |
Error in shader program link: info: The fragment shader uses varying v_fogdepth, but previous shader does not write to it.
fs: 00000000:09000802 Tex LM StenToAlpha Sten1 TFuncMod
#version 300 es
// Adreno (TM) 540 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
fragColor0 = vec4(v.rgb, 1.0);
}
vs: 01000000:00050b31 HWX T N LM Tex TexProjUV UVMtx Light: Cull
#version 300 es
// Adreno (TM) 540 - GLSL 300
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 mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
ダンボール戦機W |
v1.12.3 |
2022-04-26 |
Error in shader program link: info: The fragment shader uses varying v_fogdepth, but previous shader does not write to it.
fs: 00000000:09000802 Tex LM StenToAlpha Sten1 TFuncMod
#version 300 es
// Adreno (TM) 540 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
fragColor0 = vec4(v.rgb, 1.0);
}
vs: 01000000:00000b31 HWX T N LM Tex Light: Cull
#version 300 es
// Adreno (TM) 540 - GLSL 300
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 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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
ダンボール戦機W |
v1.10.3 |
2022-02-26 |
Jump to invalid address: 03d26a00 PC 094486a4 LR 09448664 |
ダンボール戦機W |
v1.10.3 |
2022-02-26 |
Jump to invalid address: 04c79580 PC 094486a0 LR 09448664 |
ダンボール戦機W |
v1.10.3 |
2022-02-26 |
Jump to invalid address: 0517f100 PC 0944869c LR 09448664 |
ダンボール戦機W |
v1.10.3 |
2022-02-26 |
Jump to invalid address: 05121780 PC 09448698 LR 09448664 |
ダンボール戦機W |
v1.10.3 |
2022-02-26 |
Jump to invalid address: 05121e40 PC 09448694 LR 09448664 |
ダンボール戦機W |
v1.10.3 |
2022-02-26 |
Jump to invalid address: 02f02890 PC 09448668 LR 09448664 |
ダンボール戦機W |
v1.10.3 |
2022-02-26 |
Jump to invalid address: 015395c0 PC 09448664 LR 09448664 |
ダンボール戦機W |
v1.11.3 |
2022-01-23 |
Jump to invalid address: 0314f8c0 |
ダンボール戦機W |
v1.6.3 |
2021-10-01 |
WriteToHardware: Invalid address 00000014 near PC 08cf40ec LR 08cf40b0 |
ダンボール戦機W |
v1.6.3 |
2021-09-24 |
ReadFromHardware: Invalid address 00000028 near PC 08876f48 LR 08876f40 |
ダンボール戦機W |
v1.6.3 |
2021-09-23 |
ReadFromHardware: Invalid address 00000017 near PC 08d5cdac LR 08dc94b0 |
ダンボール戦機W |
v1.6.3 |
2021-09-23 |
ReadFromHardware: Invalid address 0000000b near PC 08d5cd9c LR 08dc94b0 |
ダンボール戦機W |
v1.6.3 |
2021-09-20 |
ReadFromHardware: Invalid address 00000120 near PC 08c695a0 LR 08c6ecf0 |
ダンボール戦機W |
v1.11.3 |
2021-09-16 |
Jump to invalid address: 03d27200 PC 09415bf4 LR 09415bb4 |
ダンボール戦機W |
v1.11.3 |
2021-09-16 |
Jump to invalid address: 04d83d40 PC 09415bf0 LR 09415bb4 |
ダンボール戦機W |
v1.11.3 |
2021-09-16 |
Jump to invalid address: 0509af00 PC 09415bec LR 09415bb4 |
ダンボール戦機W |
v1.11.3 |
2021-09-16 |
Jump to invalid address: 05056cc0 PC 09415be8 LR 09415bb4 |
ダンボール戦機W |
v1.11.3 |
2021-09-16 |
Jump to invalid address: 05057480 PC 09415be4 LR 09415bb4 |
ダンボール戦機W |
v1.11.3 |
2021-09-16 |
Jump to invalid address: 02f02890 PC 09415bb8 LR 09415bb4 |
ダンボール戦機W |
v1.11.3 |
2021-09-16 |
Jump to invalid address: 014ce840 PC 09415bb4 LR 09415bb4 |
ダンボール戦機W |
v1.10.3-1645-gff7e71f31 |
2021-09-15 |
Unknown GetPointer 00000000 PC 0897bdd0 LR 0897bdd0 |
ダンボール戦機W |
v1.6.3 |
2021-09-29 |
ReadFromHardware: Invalid address 000000f0 near PC 08cbcbe0 LR 08cbcba4 |
ダンボール戦機W |
v1.6.3 |
2021-09-10 |
ReadFromHardware: Invalid address 00000018 near PC 08875758 LR 08873dc0 |
ダンボール戦機W |
v1.10.3-1645-gff7e71f31 |
2021-09-05 |
ReadFromHardware: Invalid address 4d711780 near PC 4d711780 LR 088d0de0 |
ダンボール戦機W |
v1.10.3-1645-gff7e71f31 |
2021-09-05 |
ReadFromHardware: Invalid address 517bad6c near PC 517bad6c LR 088d0de0 |
ダンボール戦機W |
v1.10.3-1645-gff7e71f31 |
2021-09-05 |
ReadFromHardware: Invalid address 4d18d3a8 near PC 4d18d3a8 LR 088d0de0 |
ダンボール戦機W |
v1.10.3-1645-gff7e71f31 |
2021-09-05 |
ReadFromHardware: Invalid address 00000003 near PC 00000003 LR 0886d630 |