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Game title |
Version |
Latest Report |
Message |
SOL TRIGGER |
v1.11.3 |
2024-07-19 |
sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006 |
SOL TRIGGER |
v1.11.3 |
2024-03-14 |
sceMpegRingbufferPut(): invalid mpeg data |
SOL TRIGGER |
v1.13.2-2494-g6a6ec80f6 |
2024-02-12 |
Error in shader program link: info: Vertex info
-----------
0(228) : error C7011: implicit cast from "int" to "uint"
0(227) : error C7011: implicit cast from "int" to "uint"
0(179) : error C7011: implicit cast from "int" to "uint"
0(178) : error C7011: implicit cast from "int" to "uint"
0(130) : error C7011: implicit cast from "int" to "uint"
0(129) : error C7011: implicit cast from "int" to "uint"
0(81) : error C7011: implicit cast from "int" to "uint"
0(80) : error C7011: implicit cast from "int" to "uint"
Fragment info
-------------
0(27) : error C7011: implicit cast from "int" to "uint"
0(27) : error C7011: implicit cast from "int" to "uint"
fs: 00180000:00a0f022 Tex TexAlpha Fog 2x TFuncMod AlphaTest >=
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:00a0f022 Tex TexAlpha Fog 2x TFuncMod AlphaTest >=
uniform sampler2D tex;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) < int(u_alphacolorref >> 24)) DISCARD;
fragColor0 = v;
}
vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_ |
SOL TRIGGER |
v1.13.2-2494-g6a6ec80f6 |
2024-02-12 |
Error in shader program link: info: Vertex info
-----------
0(228) : error C7011: implicit cast from "int" to "uint"
0(227) : error C7011: implicit cast from "int" to "uint"
0(179) : error C7011: implicit cast from "int" to "uint"
0(178) : error C7011: implicit cast from "int" to "uint"
0(130) : error C7011: implicit cast from "int" to "uint"
0(129) : error C7011: implicit cast from "int" to "uint"
0(81) : error C7011: implicit cast from "int" to "uint"
0(80) : error C7011: implicit cast from "int" to "uint"
fs: 00180000:00a00002 Tex Fog 2x TFuncMod
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:00a00002 Tex Fog 2x TFuncMod
uniform sampler2D tex;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0u) {
uint comp = (u_lightC |
SOL TRIGGER |
v1.13.2-2494-g6a6ec80f6 |
2024-02-12 |
Error in shader program link: info: Fragment info
-------------
0(27) : error C7011: implicit cast from "int" to "uint"
0(27) : error C7011: implicit cast from "int" to "uint"
fs: 00180000:00a0f022 Tex TexAlpha Fog 2x TFuncMod AlphaTest >=
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:00a0f022 Tex TexAlpha Fog 2x TFuncMod AlphaTest >=
uniform sampler2D tex;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) < int(u_alphacolorref >> 24)) DISCARD;
fragColor0 = v;
}
vs: 00000000:00000938 HWX C T Tex Cull
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000938 HWX C T Tex Cull
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
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(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
if (u_depthRange.y - u_depthRange.x >= 1.0) {
gl_ClipDistance[0] = outPos.w + outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
SOL TRIGGER |
v1.13.2-2494-g6a6ec80f6 |
2024-02-12 |
Error in shader program link: info: Vertex info
-----------
0(228) : error C7011: implicit cast from "int" to "uint"
0(227) : error C7011: implicit cast from "int" to "uint"
0(179) : error C7011: implicit cast from "int" to "uint"
0(178) : error C7011: implicit cast from "int" to "uint"
0(130) : error C7011: implicit cast from "int" to "uint"
0(129) : error C7011: implicit cast from "int" to "uint"
0(81) : error C7011: implicit cast from "int" to "uint"
0(80) : error C7011: implicit cast from "int" to "uint"
fs: 00180000:0081d002 Tex 2x TFuncMod AlphaTest0 >
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0081d002 Tex 2x TFuncMod AlphaTest0 >
uniform sampler2D tex;
uniform uint u_alphacolorref;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0u) {
uint comp = (u_lightControl >> 4) & 3u;
uint type = (u_ligh |
SOL TRIGGER |
v1.13.2-2494-g6a6ec80f6 |
2024-02-12 |
Error in shader program link: info: Vertex info
-----------
0(224) : error C7011: implicit cast from "int" to "uint"
0(223) : error C7011: implicit cast from "int" to "uint"
0(175) : error C7011: implicit cast from "int" to "uint"
0(174) : error C7011: implicit cast from "int" to "uint"
0(126) : error C7011: implicit cast from "int" to "uint"
0(125) : error C7011: implicit cast from "int" to "uint"
0(77) : error C7011: implicit cast from "int" to "uint"
0(76) : error C7011: implicit cast from "int" to "uint"
fs: 00180000:00000000
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:00000000
in lowp vec4 v_color0;
in mediump float v_fogdepth;
out vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
fragColor0 = v;
}
vs: 01000000:80000128 HWX C Light: LightUberShader Cull
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000128 HWX C Light: LightUberShader Cull
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0u) {
uint comp = (u_lightControl >> 4) & 3u;
uint type = (u_lightControl >> 6) & 3u;
if (type == 0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
|
SOL TRIGGER |
v1.13.2-2494-g6a6ec80f6 |
2024-02-12 |
Error in shader program link: info: Vertex info
-----------
0(228) : error C7011: implicit cast from "int" to "uint"
0(227) : error C7011: implicit cast from "int" to "uint"
0(179) : error C7011: implicit cast from "int" to "uint"
0(178) : error C7011: implicit cast from "int" to "uint"
0(130) : error C7011: implicit cast from "int" to "uint"
0(129) : error C7011: implicit cast from "int" to "uint"
0(81) : error C7011: implicit cast from "int" to "uint"
0(80) : error C7011: implicit cast from "int" to "uint"
fs: 00180000:0081d022 Tex TexAlpha 2x TFuncMod AlphaTest0 >
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0081d022 Tex TexAlpha 2x TFuncMod AlphaTest0 >
uniform sampler2D tex;
uniform uint u_alphacolorref;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0u) {
uint comp = (u_lightControl >> 4) & 3u;
uint type = (u_light |
SOL TRIGGER |
v1.13.2-2494-g6a6ec80f6 |
2024-02-12 |
Error in shader program link: info: Vertex info
-----------
0(228) : error C7011: implicit cast from "int" to "uint"
0(227) : error C7011: implicit cast from "int" to "uint"
0(179) : error C7011: implicit cast from "int" to "uint"
0(178) : error C7011: implicit cast from "int" to "uint"
0(130) : error C7011: implicit cast from "int" to "uint"
0(129) : error C7011: implicit cast from "int" to "uint"
0(81) : error C7011: implicit cast from "int" to "uint"
0(80) : error C7011: implicit cast from "int" to "uint"
fs: 00180000:00800002 Tex 2x TFuncMod
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:00800002 Tex 2x TFuncMod
uniform sampler2D tex;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
fragColor0 = v;
}
vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0u) {
uint comp = (u_lightControl >> 4) & 3u;
uint type = (u_lightControl >> 6) & 3u;
if (type == 0u) {
toLight = u_lightpos0;
} else { |
SOL TRIGGER |
v1.13.2-2494-g6a6ec80f6 |
2024-02-12 |
Error in shader program link: info: Vertex info
-----------
0(228) : error C7011: implicit cast from "int" to "uint"
0(227) : error C7011: implicit cast from "int" to "uint"
0(179) : error C7011: implicit cast from "int" to "uint"
0(178) : error C7011: implicit cast from "int" to "uint"
0(130) : error C7011: implicit cast from "int" to "uint"
0(129) : error C7011: implicit cast from "int" to "uint"
0(81) : error C7011: implicit cast from "int" to "uint"
0(80) : error C7011: implicit cast from "int" to "uint"
Fragment info
-------------
0(24) : error C7011: implicit cast from "int" to "uint"
0(24) : error C7011: implicit cast from "int" to "uint"
fs: 00180000:0080f022 Tex TexAlpha 2x TFuncMod AlphaTest >=
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0080f022 Tex TexAlpha 2x TFuncMod AlphaTest >=
uniform sampler2D tex;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) < int(u_alphacolorref >> 24)) DISCARD;
fragColor0 = v;
}
vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightS |
SOL TRIGGER |
v1.13.2-2494-g6a6ec80f6 |
2024-02-12 |
Error in shader program link: info: Fragment info
-------------
0(24) : error C7011: implicit cast from "int" to "uint"
0(24) : error C7011: implicit cast from "int" to "uint"
fs: 00180000:0080f022 Tex TexAlpha 2x TFuncMod AlphaTest >=
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0080f022 Tex TexAlpha 2x TFuncMod AlphaTest >=
uniform sampler2D tex;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) < int(u_alphacolorref >> 24)) DISCARD;
fragColor0 = v;
}
vs: 00000000:00000b38 HWX C T N Tex Cull
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000b38 HWX C T N Tex Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
if (u_depthRange.y - u_depthRange.x >= 1.0) {
gl_ClipDistance[0] = outPos.w + outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
SOL TRIGGER |
v1.13.2-2494-g6a6ec80f6 |
2024-02-12 |
Error in shader program link: info: Vertex info
-----------
0(227) : error C7011: implicit cast from "int" to "uint"
0(226) : error C7011: implicit cast from "int" to "uint"
0(178) : error C7011: implicit cast from "int" to "uint"
0(177) : error C7011: implicit cast from "int" to "uint"
0(129) : error C7011: implicit cast from "int" to "uint"
0(128) : error C7011: implicit cast from "int" to "uint"
0(80) : error C7011: implicit cast from "int" to "uint"
0(79) : error C7011: implicit cast from "int" to "uint"
fs: 00180000:00000002 Tex TFuncMod
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:00000002 Tex TFuncMod
uniform sampler2D tex;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
vs: 01000000:80000938 HWX C T Tex Light: LightUberShader Cull
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000938 HWX C T Tex Light: LightUberShader Cull
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
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(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0u) {
uint comp = (u_lightControl >> 4) & 3u;
uint type = (u_lightControl >> 6) & 3u;
if (type == 0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(to |
SOL TRIGGER |
v1.13.2-2494-g6a6ec80f6 |
2024-02-12 |
Error in shader program link: info: Vertex info
-----------
0(227) : error C7011: implicit cast from "int" to "uint"
0(226) : error C7011: implicit cast from "int" to "uint"
0(178) : error C7011: implicit cast from "int" to "uint"
0(177) : error C7011: implicit cast from "int" to "uint"
0(129) : error C7011: implicit cast from "int" to "uint"
0(128) : error C7011: implicit cast from "int" to "uint"
0(80) : error C7011: implicit cast from "int" to "uint"
0(79) : error C7011: implicit cast from "int" to "uint"
fs: 00180000:00000022 Tex TexAlpha TFuncMod
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:00000022 Tex TexAlpha TFuncMod
uniform sampler2D tex;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
fragColor0 = v;
}
vs: 01000000:80000938 HWX C T Tex Light: LightUberShader Cull
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000938 HWX C T Tex Light: LightUberShader Cull
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
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(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0u) {
uint comp = (u_lightControl >> 4) & 3u;
uint type = (u_lightControl >> 6) & 3u;
if (type == 0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toL |
SOL TRIGGER |
v1.17.1 |
2024-02-11 |
sceUtilityMsgDialogInitStart: invalid status |
SOL TRIGGER |
v1.17.1 |
2024-02-11 |
Utility access thread still running, state: shutting down, dialog=1/1 |
SOL TRIGGER |
v1.17.1 |
2024-02-11 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=2, text=2 |
SOL TRIGGER |
v1.17.1 |
2024-02-11 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=1, text=1 |
SOL TRIGGER |
v1.16.6-330-g74a13b0ca |
2023-11-17 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=2, text=2 |
SOL TRIGGER |
v1.16.6-330-g74a13b0ca |
2023-11-17 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=1, text=1 |
SOL TRIGGER |
v1.15.4-1215-g6b89788e6 |
2023-08-25 |
sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2 |
SOL TRIGGER |
v1.15.4-1215-g6b89788e6 |
2023-08-25 |
sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1 |
SOL TRIGGER |
v1.15.4 |
2023-08-22 |
WriteToHardware: Invalid address 00000004 near PC 08950c44 LR 08950c58 |
SOL TRIGGER |
v1.15.4 |
2023-08-22 |
ReadFromHardware: Invalid address 00000008 near PC 08950c44 LR 08950c58 |
SOL TRIGGER |
v1.15.4 |
2023-08-22 |
WriteToHardware: Invalid address 00000004 near PC 08950188 LR 08950c58 |
SOL TRIGGER |
v1.15.4 |
2023-08-22 |
ReadFromHardware: Invalid address 00000008 near PC 08950158 LR 08950c58 |
SOL TRIGGER |
v1.15.4 |
2023-08-01 |
sceKernelCreateThread(name=layout): unsupported attributes 00000006 |
SOL TRIGGER |
v1.15.4 |
2023-08-01 |
sceKernelCreateThread(name=god_m001_Title): unsupported attributes 00000006 |
SOL TRIGGER |
v1.15.4 |
2023-08-01 |
sceKernelCreateThread(name=god_m002_Movie): unsupported attributes 00000006 |
SOL TRIGGER |
v1.15.4 |
2023-08-01 |
sceKernelCreateThread(name=god_m000_Boot): unsupported attributes 00000006 |
SOL TRIGGER |
v1.15.4 |
2023-08-01 |
sceKernelCreateThread(name=god_menu): unsupported attributes 00000006 |
SOL TRIGGER |
v1.15.4 |
2023-08-01 |
Waiting thread for 20 that was already waiting for 20 |
SOL TRIGGER |
v1.13.2 |
2023-05-20 |
__KernelStopThread: thread 418 does not exist |
SOL TRIGGER |
v1.14.4 |
2023-04-01 |
Ignoring possible texturing from framebuffer at 04154000 +0x128 / 128x272 |
SOL TRIGGER |
v1.14.4 |
2023-04-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=089e9048, pos=0, access=1, data=1, text=1 |
SOL TRIGGER |
v1.14.4 |
2023-04-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=089e9048, pos=0, access=1, data=2, text=2 |
SOL TRIGGER |
v1.14.2 |
2023-03-14 |
UI scissor out of bounds in GamePauseScreen: 1526,25-375,950 / 958,966 |
SOL TRIGGER |
v1.14.2 |
2023-03-14 |
UI scissor out of bounds in GamePauseScreen: 0,25-1514,950 / 958,966 |
SOL TRIGGER |
v1.14.4 |
2023-02-06 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff6a4, pos=0, access=1, data=1, text=1 |
SOL TRIGGER |
v1.14.4 |
2023-01-16 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
SOL TRIGGER |
v1.14.4 |
2023-01-16 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
SOL TRIGGER |
v1.11.3 |
2023-01-04 |
__sceSasConcatenateATRAC3(08a49b40, 30, 08a8c840, 12556) |
SOL TRIGGER |
v1.15.4 |
2023-07-17 |
Unimplemented HLE function sceUtilityHtmlViewerGetStatus |
SOL TRIGGER |
v1.13.2-1004-gbf59640aa |
2022-10-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
SOL TRIGGER |
v1.13.2-1004-gbf59640aa |
2022-10-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
SOL TRIGGER |
v1.12.3 |
2022-10-19 |
MIPSCompileOp: Invalid instruction 00000001 |
SOL TRIGGER |
v1.12.3 |
2022-10-19 |
MIPSCompileOp: Invalid instruction 00000005 |
SOL TRIGGER |
v1.13.1-475-g853a2df06 |
2022-09-04 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 040cc000 offset: 0 (128x128 stride 128, 5551):
[COLOR seq:6 C:040cc000/256(5551) Z:04088000/512 X:0 Y:0 reint: false]
[COLOR seq:10 C:040cc000/128(5551) Z:04088000/512 X:0 Y:0 reint: false]
|
SOL TRIGGER |
v1.12.3 |
2022-06-23 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/MEMST.CPK, 09fff000, 00000002) |
SOL TRIGGER |
v1.12.3 |
2022-06-23 |
sceIoChstat: change attr to 0000 requested |
SOL TRIGGER |
v1.12.3 |
2022-05-13 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/NPJH50040-INST00/MEMST.CPK, 09fff010, 00000002) |
SOL TRIGGER |
v1.10.2 |
2022-04-09 |
Unknown syscall in known module 'sceNp': 0x633b5f71 |
SOL TRIGGER |
v1.10.2 |
2022-04-09 |
Unknown syscall in known module 'sceNp': 0x1d60ae4b |
SOL TRIGGER |
v1.10.2 |
2022-04-09 |
Unknown syscall in known module 'sceNpService': 0xbe22eea3 |
SOL TRIGGER |
v1.14.4 |
2024-07-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2 |
SOL TRIGGER |
v1.12.3 |
2022-01-02 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1 |
SOL TRIGGER |
v1.6.2 |
2022-12-22 |
__sceSasConcatenateATRAC3(08a49b40, 30, 08a92840, 6988) |
SOL TRIGGER |
v1.12.2 |
2021-10-16 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2 |
SOL TRIGGER |
v1.11.3 |
2021-07-23 |
__sceSasConcatenateATRAC3(08a49b40, 30, 08a8c840, 14092) |
SOL TRIGGER |
v1.10.3 |
2021-04-05 |
Ignoring func export sceHeap/a8e102a0, already implemented in HLE. |
SOL TRIGGER |
v1.10.3 |
2021-04-05 |
Ignoring func export sceHeap/7de281c2, already implemented in HLE. |
SOL TRIGGER |
v1.10.3 |
2021-04-05 |
Ignoring func export sceHeap/70210b73, already implemented in HLE. |
SOL TRIGGER |
v1.10.3 |
2021-04-05 |
Ignoring func export sceHeap/7012bbdd, already implemented in HLE. |
SOL TRIGGER |
v1.10.3 |
2021-04-05 |
Ignoring func export sceHeap/4929b40d, already implemented in HLE. |
SOL TRIGGER |
v1.10.3 |
2021-04-05 |
Ignoring func export sceHeap/2b7299d8, already implemented in HLE. |
SOL TRIGGER |
v1.10.3 |
2021-04-05 |
Ignoring func export sceHeap/2abadc63, already implemented in HLE. |
SOL TRIGGER |
v1.10.3 |
2021-04-05 |
Ignoring func export sceHeap/2a0c2009, already implemented in HLE. |
SOL TRIGGER |
v1.10.3 |
2021-04-05 |
Ignoring func export sceHeap/1c84b58d, already implemented in HLE. |
SOL TRIGGER |
v1.10.3 |
2021-04-05 |
Ignoring func export sceHeap/0e875980, already implemented in HLE. |
SOL TRIGGER |
v1.10.3 |
2021-04-05 |
Unknown syscall in known module 'sceNpCommerce2': 0xdd6758fa |
SOL TRIGGER |
v1.10.3 |
2021-04-05 |
Unknown syscall in known module 'sceNpCommerce2': 0xceab1829 |
SOL TRIGGER |
v1.10.3 |
2021-04-05 |
Unknown syscall in known module 'sceNpCommerce2': 0xb0d7aa90 |
SOL TRIGGER |
v1.10.3 |
2021-04-05 |
Unknown syscall in known module 'sceNpCommerce2': 0x80a7afdb |
SOL TRIGGER |
v1.10.3 |
2021-04-05 |
Unknown syscall in known module 'sceNpCommerce2': 0x5d8c2d99 |
SOL TRIGGER |
v1.10.3 |
2021-04-05 |
Unknown syscall in known module 'sceNpCommerce2': 0x54fe8871 |
SOL TRIGGER |
v1.10.3 |
2021-04-05 |
Unknown syscall in known module 'sceNpCommerce2': 0x05e7afbc |
SOL TRIGGER |
v1.11.2 |
2021-03-01 |
Game install with no files / data |
SOL TRIGGER |
v1.10.3 |
2021-01-15 |
Unknown syscall in known module 'sceNpAuth': 0x3f1c1f70 |
SOL TRIGGER |
v1.10.3 |
2021-01-15 |
Unknown syscall in known module 'sceNp': 0xbb069a87 |
SOL TRIGGER |
v1.10.3 |
2020-09-24 |
Ignoring func export sceLibFont/57fcb733, already implemented in HLE. |
SOL TRIGGER |
v1.10.3 |
2020-09-24 |
Ignoring func export sceLibFont/a834319d, already implemented in HLE. |
SOL TRIGGER |
v1.10.3 |
2020-09-24 |
Ignoring func export sceLibFont/681e61a7, already implemented in HLE. |
SOL TRIGGER |
v1.10.3 |
2020-09-24 |
Ignoring func export sceLibFont/099ef33c, already implemented in HLE. |
SOL TRIGGER |
v1.10.3 |
2020-09-24 |
Ignoring func export sceLibFont/bc75d85b, already implemented in HLE. |
SOL TRIGGER |
v1.10.3 |
2020-09-24 |
Ignoring func export sceLibFont/27f6e642, already implemented in HLE. |
SOL TRIGGER |
v1.10.3-375-gc45b6c5ac |
2020-08-12 |
Texturing from framebuffer with incompatible format 5551 != 8888 at 04088000 |
SOL TRIGGER |
v1.10.3-375-gc45b6c5ac |
2020-08-12 |
Texturing from framebuffer with different formats 1 != 3 |
SOL TRIGGER |
v1.10.3-375-gc45b6c5ac |
2020-08-12 |
Texturing from framebuffer with different strides 128 != 256 |
SOL TRIGGER |
v1.10.2 |
2020-07-17 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc6500, pos=0, access=1, data=2, text=2 |
SOL TRIGGER |
v1.10.2 |
2020-07-17 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2 |
SOL TRIGGER |
v1.9.3 |
2020-04-29 |
__sceSasConcatenateATRAC3(08a49b40, 30, 08a8c840, 21388) |
SOL TRIGGER |
v1.9.3 |
2020-04-29 |
__sceSasConcatenateATRAC3(08a49b40, 30, 08a92840, 21388) |
SOL TRIGGER |
v1.9.3 |
2023-01-04 |
__sceSasConcatenateATRAC3(08a49b40, 30, 08a8c840, 2188) |
SOL TRIGGER |
v1.9.3 |
2020-04-29 |
__sceSasConcatenateATRAC3(08a49b40, 30, 08a92840, 12748) |
SOL TRIGGER |
v1.9.3 |
2020-04-29 |
__sceSasConcatenateATRAC3(08a49b40, 30, 08a92840, 18700) |
SOL TRIGGER |
v1.9.3 |
2020-04-29 |
__sceSasConcatenateATRAC3(08a49b40, 30, 08a92840, 652) |
SOL TRIGGER |
v1.9.3 |
2020-04-29 |
__sceSasConcatenateATRAC3(08a49b40, 30, 08a8c840, 8908) |
SOL TRIGGER |
v1.9.3-611-ga26f8acf0 |
2020-04-05 |
Render to texture with different strides 512 != 480 |
SOL TRIGGER |
v1.9.3 |
2023-01-02 |
__sceSasConcatenateATRAC3(08a49b40, 30, 08a92840, 14668) |
SOL TRIGGER |
v1.9.4 |
2024-05-23 |
__sceSasConcatenateATRAC3(08a49b40, 30, 08a92840, 11404) |
SOL TRIGGER |
v1.9.4 |
2024-04-05 |
Unknown GetPointer 00000000 PC 0895ed20 LR 08000020 |