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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 2023-05-20 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 2023-08-22 __sceSasConcatenateATRAC3(08a49b40, 30, 08a92840, 11404)
SOL TRIGGER v1.9.4 2023-06-02 Unknown GetPointer 00000000 PC 0895ed20 LR 08000020
SOL TRIGGER v1.6.3 2019-04-28 __sceSasConcatenateATRAC3(08a49b40, 30, 08a8c840, 2764)
SOL TRIGGER v1.6.3 2020-05-27 __sceSasConcatenateATRAC3(08a49b40, 30, 08a8c840, 4108)