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Game title |
Version |
Latest Report |
Message |
討鬼伝 |
v1.12.3 |
2022-06-29 |
sceDmacMemcpy(dest=09a20490, src=09b9cc80, size=32768): overlapping read |
討鬼伝 |
v1.9.0 |
2022-06-04 |
WriteToHardware: Invalid address 00000022 near PC 08000000 LR 08000000 |
討鬼伝 |
v1.9.0 |
2022-06-04 |
WriteToHardware: Invalid address 00000204 near PC 0888ae7c LR 08b8df34 |
討鬼伝 |
v1.9.0 |
2022-05-29 |
sceDmacMemcpy(dest=09a1ee20, src=09b9cc80, size=32768): overlapping read |
討鬼伝 |
v1.9.0 |
2022-05-28 |
WriteToHardware: Invalid address 00000204 near PC 0887c404 LR 0887c404 |
討鬼伝 |
v1.9.0 |
2022-05-26 |
WriteToHardware: Invalid address 00000200 near PC 08b8dfc0 LR 08b8df34 |
討鬼伝 |
v1.12.2 |
2022-04-05 |
__KernelStopThread: thread 418 does not exist |
討鬼伝 |
v1.9.0 |
2022-03-20 |
WriteToHardware: Invalid address 000001f9 near PC 08ad486c LR 08ad4858 |
討鬼伝 |
v1.9.0 |
2022-03-20 |
Unknown GetPointer 0000002c PC 08a10bcc LR 08a44530 |
討鬼伝 |
v1.9.0 |
2022-03-11 |
Render to texture using CLUT with different strides 16 != 32 |
討鬼伝 |
v1.9.0 |
2022-03-11 |
Render to texture with different strides 128 != 32 |
討鬼伝 |
v1.10.3 |
2022-03-08 |
sceDmacMemcpy(dest=08d57640, src=09b9cc80, size=11692): overlapping read |
討鬼伝 |
v1.12.3 |
2022-03-05 |
FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000 |
討鬼伝 |
v1.12.3 |
2022-03-05 |
FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000 |
討鬼伝 |
v1.11.3 |
2022-02-23 |
Unknown GetPointer 00000000 PC 08b64e00 LR 08b64e00 |
討鬼伝 |
v1.9.0 |
2022-06-03 |
WriteToHardware: Invalid address 00000204 near PC 08b64658 LR 08b8e05c |
討鬼伝 |
v1.11.3 |
2021-12-22 |
sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=18020): overlapping read |
討鬼伝 |
v1.9.0 |
2021-12-18 |
sceDmacMemcpy(dest=09a0fb10, src=09b9cc80, size=32768): overlapping read |
討鬼伝 |
v1.9.0 |
2021-12-16 |
sceDmacMemcpy(dest=09a1f060, src=09b9cc80, size=32768): overlapping read |
討鬼伝 |
v1.9.0 |
2021-12-13 |
WriteToHardware: Invalid address 00000200 near PC 08b645f4 LR 08b8e05c |
討鬼伝 |
v1.9.0 |
2021-12-12 |
sceDmacMemcpy(dest=09a1ddc0, src=09b9cc80, size=32768): overlapping read |
討鬼伝 |
v1.9.0 |
2021-12-11 |
WriteToHardware: Invalid address 00000200 near PC 0889ab10 LR 0889ab10 |
討鬼伝 |
v1.9.0 |
2021-12-11 |
WriteToHardware: Invalid address 00000200 near PC 08837e64 LR 08837dbc |
討鬼伝 |
v1.9.0 |
2021-12-10 |
sceDmacMemcpy(dest=0999e090, src=09b9cc80, size=32768): overlapping read |
討鬼伝 |
v1.9.0 |
2021-12-10 |
WriteToHardware: Invalid address 00000200 near PC 08b8df90 LR 08b8df34 |
討鬼伝 |
v1.9.0 |
2021-12-10 |
sceDmacMemcpy(dest=09a2cc70, src=09b9cc80, size=32768): overlapping read |
討鬼伝 |
v1.9.0 |
2021-12-09 |
WriteToHardware: Invalid address 00000200 near PC 08b64668 LR 08b8e05c |
討鬼伝 |
v1.12.3 |
2021-12-08 |
sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=23340): overlapping read |
討鬼伝 |
v1.12.3 |
2021-12-07 |
sceDmacMemcpy(dest=09a260c0, src=09b9cc80, size=32768): overlapping read |
討鬼伝 |
v1.12.3 |
2021-12-05 |
sceDmacMemcpy(dest=08efacd0, src=09b9cc80, size=32768): overlapping read |
討鬼伝 |
v1.12.3 |
2021-12-03 |
sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=29220): overlapping read |
討鬼伝 |
v1.9.0 |
2021-12-12 |
WriteToHardware: Invalid address 00000200 near PC 08b8e01c LR 08b8df34 |
討鬼伝 |
v1.9.0 |
2022-01-23 |
WriteToHardware: Invalid address 00000200 near PC 08b64608 LR 08b8e05c |
討鬼伝 |
v1.9.0 |
2021-12-09 |
sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=7380): overlapping read |
討鬼伝 |
v1.6.3-312-g31646d6c8 |
2021-11-27 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01330000:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
討鬼伝 |
v1.6.3-312-g31646d6c8 |
2021-11-27 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00a0d822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01330000:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
討鬼伝 |
v1.12.2 |
2021-11-22 |
sceDmacMemcpy(dest=08d420c0, src=09b9cc80, size=25280): overlapping read |
討鬼伝 |
v1.6.3-312-g31646d6c8 |
2021-11-20 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00a0d822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01f35100:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:1 t:0 3: c:1 t:1 MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
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 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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
討鬼伝 |
v1.6.3-312-g31646d6c8 |
2021-11-20 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00a0d802 Tex LM Fog 2x TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01f35100:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:1 t:0 3: c:1 t:1 MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
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 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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
討鬼伝 |
v1.6.3-312-g31646d6c8 |
2021-11-27 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01b35000:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 3: c:1 t:1 MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
討鬼伝 |
v1.6.3-312-g31646d6c8 |
2021-11-20 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00a0d802 Tex LM Fog 2x TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01b35000:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 3: c:1 t:1 MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
討鬼伝 |
v1.6.3-312-g31646d6c8 |
2021-11-27 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00a0d822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01b35000:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 3: c:1 t:1 MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
討鬼伝 |
v1.9.0 |
2021-11-20 |
WriteToHardware: Invalid address 00000200 near PC 08b64654 LR 08b8e05c |
討鬼伝 |
v1.9.0 |
2021-11-20 |
sceDmacMemcpy(dest=09a0af20, src=09b9cc80, size=32768): overlapping read |
討鬼伝 |
v1.9.0 |
2021-11-17 |
sceDmacMemcpy(dest=09a0e190, src=09b9cc80, size=32768): overlapping read |
討鬼伝 |
v1.9.0 |
2021-11-22 |
WriteToHardware: Invalid address 00000200 near PC 08b453cc LR 08b453cc |
討鬼伝 |
v1.9.0 |
2021-11-13 |
sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=29780): overlapping read |
討鬼伝 |
v1.9.0 |
2021-11-15 |
WriteToHardware: Invalid address 00000200 near PC 08837e1c LR 08837dbc |
討鬼伝 |
v1.9.0 |
2021-12-11 |
WriteToHardware: Invalid address 00000200 near PC 08837eac LR 08837dbc |
討鬼伝 |
v1.12.2 |
2021-10-17 |
sceDmacMemcpy(dest=09f255f0, src=09b9cc80, size=12160): overlapping read |
討鬼伝 |
v1.11.3-20-ge79f78693 |
2021-10-05 |
ReadFromHardware: Invalid address 00000004 near PC 08810000 LR 0880ffbc |
討鬼伝 |
v1.11.3-20-ge79f78693 |
2021-10-04 |
sceDmacMemcpy(dest=08d572f0, src=09b9cc80, size=11764): overlapping read |
討鬼伝 |
v1.11.3 |
2021-09-23 |
Rendering to framebuffer offset: 040cc000 +256x0 |
討鬼伝 |
v1.11.3 |
2021-09-23 |
FBO created from existing depthbuffer as color, 040cc000/00000000 and 04000000/040cc000 |
討鬼伝 |
v1.11.3 |
2021-09-23 |
FBO created from existing depthbuffer as color, 040cc000/00000000 and 04088000/040cc000 |
討鬼伝 |
v1.9.0 |
2021-09-22 |
WriteToHardware: Invalid address 00000204 near PC 08b8dfc0 LR 08b8df34 |
討鬼伝 |
v1.11.2 |
2021-09-18 |
sceDmacMemcpy(dest=09905990, src=09b9cc80, size=26624): overlapping read |
討鬼伝 |
v1.11.2 |
2021-09-18 |
WriteToHardware: Invalid address 000001f9 near PC 08ab2bc8 LR 08ab2bc8 |
討鬼伝 |
v1.11.3-24-g331834781 |
2021-09-03 |
WriteToHardware: Invalid address 000000e4 near PC 08b52958 LR 08b52988 |
討鬼伝 |
v1.11.3-20-ge79f78693 |
2021-10-04 |
sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=20820): overlapping read |
討鬼伝 |
v1.11.3 |
2021-08-24 |
sceDmacMemcpy(dest=09e09ad0, src=09b9cc80, size=9366): overlapping read |
討鬼伝 |
v1.11.3 |
2021-08-24 |
sceDmacMemcpy(dest=09a15670, src=09b9cc80, size=32768): overlapping read |
討鬼伝 |
v1.9.0 |
2021-08-27 |
WriteToHardware: Invalid address 00000204 near PC 08b64608 LR 08b8e05c |
討鬼伝 |
v1.11.3 |
2021-08-21 |
sceDmacMemcpy(dest=08d57230, src=09b9cc80, size=11468): overlapping read |
討鬼伝 |
v1.9.0 |
2021-08-18 |
sceDmacMemcpy(dest=0956e780, src=09b9cc80, size=12644): overlapping read |
討鬼伝 |
v1.11.3-20-ge79f78693 |
2021-10-05 |
sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=26980): overlapping read |
討鬼伝 |
v1.9.0 |
2021-08-17 |
WriteToHardware: Invalid address 00000001 near PC 08a8114c LR 08a810a4 |
討鬼伝 |
v1.9.0 |
2021-08-16 |
sceDmacMemcpy(dest=09a13650, src=09b9cc80, size=32768): overlapping read |
討鬼伝 |
v1.9.0 |
2021-08-16 |
WriteToHardware: Invalid address 43800000 near PC 08b64830 LR 08b64830 |
討鬼伝 |
v1.11.3 |
2021-08-15 |
sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=15780): overlapping read |
討鬼伝 |
v1.11.3 |
2021-08-15 |
sceDmacMemcpy(dest=08d57230, src=09b9cc80, size=11136): overlapping read |
討鬼伝 |
v1.9.0 |
2021-08-15 |
sceDmacMemcpy(dest=09ee2630, src=09b9cc80, size=12160): overlapping read |
討鬼伝 |
v1.9.0 |
2021-08-15 |
sceDmacMemcpy(dest=08d572f0, src=09b9cc80, size=11136): overlapping read |
討鬼伝 |
v1.9.0 |
2021-08-15 |
sceDmacMemcpy(dest=09e48910, src=09b9cc80, size=32768): overlapping read |
討鬼伝 |
v1.11.3 |
2021-08-14 |
sceDmacMemcpy(dest=09a16aa0, src=09b9cc80, size=32768): overlapping read |
討鬼伝 |
v1.4.2-425-g7a7ccee5e |
2021-08-12 |
sceDmacMemcpy(dest=09a036d0, src=09b9cc80, size=6144): overlapping read |
討鬼伝 |
v1.4.2-425-g7a7ccee5e |
2021-07-22 |
fbo_blit_color failed in blit (00000000 -> 00000000) |
討鬼伝 |
v1.4.2-425-g7a7ccee5e |
2021-07-22 |
fbo_blit_color failed in blit (00044000 -> 00044000) |
討鬼伝 |
v1.9.0 |
2021-07-11 |
sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=27820): overlapping read |
討鬼伝 |
v1.11.3 |
2021-06-22 |
sceDmacMemcpy(dest=099faae0, src=09b9cc80, size=26624): overlapping read |
討鬼伝 |
v1.10.3 |
2021-06-21 |
An uneaten prefix at end of block: 089dff74 |
討鬼伝 |
v1.7.2 |
2021-06-05 |
sceDmacMemcpy(dest=09a1dce0, src=09b9cc80, size=6144): overlapping read |
討鬼伝 |
v1.7.2 |
2021-08-21 |
sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=28380): overlapping read |
討鬼伝 |
v1.7.2 |
2021-06-05 |
sceDmacMemcpy(dest=09a05db0, src=09b9cc80, size=6144): overlapping read |
討鬼伝 |
v1.9.0 |
2021-06-04 |
Branch in RSRTComp delay slot at 08a74cc8 in block starting at 08a74cac |
討鬼伝 |
v1.12.3-985-g81fcb3cd0 |
2022-06-29 |
Waiting thread for 20 that was already waiting for 20 |
討鬼伝 |
v1.9.0 |
2021-12-10 |
WriteToHardware: Invalid address 00000200 near PC 08b64600 LR 08b8e05c |
討鬼伝 |
v1.9.0 |
2021-04-18 |
WriteToHardware: Invalid address 00000200 near PC 088102c8 LR 0881029c |
討鬼伝 |
v1.9.0 |
2021-04-18 |
WriteToHardware: Invalid address 00000200 near PC 0887b4bc LR 0887b4bc |
討鬼伝 |
v1.8.0 |
2021-04-10 |
sceDmacMemcpy(dest=09a1b000, src=09b9cc80, size=28316): overlapping read |
討鬼伝 |
v1.8.0 |
2021-04-09 |
sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=19700): overlapping read |
討鬼伝 |
v1.8.0 |
2021-04-01 |
sceDmacMemcpy(dest=09a181f0, src=09b9cc80, size=32768): overlapping read |
討鬼伝 |
v1.8.0 |
2021-03-31 |
sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=8500): overlapping read |
討鬼伝 |
v1.11.2 |
2021-02-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=1, text=1 |
討鬼伝 |
v1.11.2 |
2021-02-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2 |
討鬼伝 |
v1.12.3 |
2022-06-24 |
Unimplemented HLE function sceNpCommerce2Term |
討鬼伝 |
v1.12.3 |
2022-06-24 |
Unimplemented HLE function sceNpCommerce2DestroyCtx |
討鬼伝 |
v1.12.3 |
2022-04-15 |
Unimplemented HLE function sceNpCommerce2Init |
討鬼伝 |
v1.9.0 |
2021-02-06 |
sceDmacMemcpy(dest=0998af70, src=09b9cc80, size=32768): overlapping read |
討鬼伝 |
v1.8.0 |
2021-01-22 |
Decoding texture from VRAM mirror at 04223040 swizzle=0 |