Recent logs - Killzone™: Liberation

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Game title Version Latest Report Message
Killzone™: Liberation v1.6.3-432-gfd6c3145d 2019-02-11 sceDmacMemcpy(dest=04130600, src=09744050, size=1280): overlapping read
Killzone™: Liberation v1.7.5 2019-02-11 sceDmacMemcpy(dest=04119a00, src=09770a50, size=33792): overlapping read
Killzone™: Liberation v1.6.3 2019-01-28 sceDmacMemcpy(dest=04122a00, src=098089b0, size=4752): overlapping read
Killzone™: Liberation v1.6.3 2019-02-14 Error in shader compilation: info: Vertex shader failed to compile with the following errors: ERROR: 0:1: error(#106) Version number not supported by GL2 ERROR: error(#273) 1 compilation errors. No code generated postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif in vec4 a_position; out vec2 v_position; in vec2 a_texcoord0; void main() { gl_Position = a_position; v_position = a_texcoord0; gl_Position.z = 2.0 * gl_Position.z - gl_Position.w; }
Killzone™: Liberation v1.6.3 2019-02-14 Error in shader program link: info: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. fs: postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif uniform sampler2D sampler0; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; out vec4 _gl_FragColor; in vec2 v_position; float spline36_2_3(float x) { return (((((0.0909090936183929443359375 * x) - 0.760765552520751953125) * x) + 2.0765550136566162109375) * x) - 1.8373205661773681640625; } vec4 rgb(int inputX, int inputY) { return texture(sampler0, (vec2(float(inputX), float(inputY)) + vec2(0.5)) * u_texelDelta); } float spline36_1_2(float x) { return (((((-0.545454561710357666015625 * x) + 2.9282295703887939453125) * x) - 4.9665069580078125) * x) + 2.583732128143310546875; } float spline36_0_1(float x) { return (((((1.18181812763214111328125 * x) - 2.1674640178680419921875) * x) - 0.01435406692326068878173828125) * x) + 1.0; } vec4 interpolateHorizontally(vec2 inputPos, ivec2 inputPosFloor, int dy) { float sumOfWeights = 0.0; vec4 sumOfWeightedPixel = vec4(0.0); float x = inputPos.x - float(inputPosFloor.x - 2); float param = x; float weight = spline36_2_3(param); sumOfWeights += weight; int param_1 = inputPosFloor.x - 2; int param_2 = inputPosFloor.y + dy; sumOfWeightedPixel += (rgb(param_1, param_2) * weight); x -= 1.0; float param_3 = x; weight = spline36_1_2(param_3); sumOfWeights += weight; int param_4 = inputPosFloor.x - 1; int param_5 = inputPosFloor.y + dy; sumOfWeightedPixel += (rgb(param_4, param_5) * weight); x -= 1.0; float param_6 = x; weight = spline36_0_1(param_6); sumOfWeights += weight; int param_7 = inputPosFloor.x + 0; int param_8 = inputPosFloor.y + dy; sumOfWeightedPixel += (rgb(param_7, param_8) * weight); x = 1.0 - x; float param_9 = x; weight = spline36_0_1(param_9); sumOfWeights += weight; int param_10 = inputPosFloor.x + 1; int param_11 = inputPosFloor.y + dy; sumOfWeightedPixel += (rgb(param_10, param_11) * weight); x += 1.0; float param_12 = x; weight = spline36_1_2(param_12); sumOfWeights += weight; int param_13 = inputPosFloor.x + 2; int param_14 = inputPosFloor.y + dy; sumOfWeightedPixel += (rgb(param_13, param_14) * weight); x += 1.0; float param_15 = x; weight = spline36_2_3(param_15); sumOfWeights += weight; int param_16 = inputPosFloor.x + 3; int param_17 = inputPosFloor.y + dy; sumOfWeightedPixel += (rgb(param_16, param_17) * weight); return sumOfWeightedPixel / vec4(sumOfWeights); } vec4 process(vec2 outputPos) { vec2 inputPos = outputPos / u_texelDelta; ivec2 inputPosFloor = ivec2(inputPos); float sumOfWeights = 0.0; vec4 sumOfWeightedPixel = vec4(0.0); float y = inputPos.y - float(inputPosFloor.y - 2); float param = y; float weight = spline36_2_3(param); sumOfWeights += weight; vec2 param_1 = inputPos; ivec2 param_2 = inputPosFloor; int param_3 = -2; sumOfWeightedPixel += (interpolateHorizontally(param_1, param_2, param_3) * weight); y -= 1.0; float param_4 = y; weight = spline36_1_2(param_4); sumOfWeights += weight; vec2 param_5 = inputPos; ivec2 param_6 = inputPosFloor; int param_7 = -1; sumOfWeightedPixel += (interpolateHorizontally(param_5, param_6, param_7) * weight); y -= 1.0; float param_8 = y; weight = spline36_0_1(param_8); sumOfWeights += weight; vec2 param_9 = inputPos; ivec2 param_10 = inputPosFloor; int param_11 = 0; sumOfWeightedPixel += (interpolateHorizontally(param_9, param_10, param_11) * weight); y = 1.0 - y; float param_12 = y; weight = spline36_0_1(param_12); sumOfWeights += weight; vec2 param_13 = inputPos; ivec2 param_14 = inputPosFloor; int param_15 = 1; sumOfWeightedPixel += (interpolateHorizontally(param_13, param_14, param_15) * weight);
Killzone™: Liberation v1.6.3 2019-02-14 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: 0:1: error(#106) Version number not supported by GL2 ERROR: error(#273) 1 compilation errors. No code generated postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif uniform sampler2D sampler0; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; out vec4 _gl_FragColor; in vec2 v_position; float spline36_2_3(float x) { return (((((0.0909090936183929443359375 * x) - 0.760765552520751953125) * x) + 2.0765550136566162109375) * x) - 1.8373205661773681640625; } vec4 rgb(int inputX, int inputY) { return texture(sampler0, (vec2(float(inputX), float(inputY)) + vec2(0.5)) * u_texelDelta); } float spline36_1_2(float x) { return (((((-0.545454561710357666015625 * x) + 2.9282295703887939453125) * x) - 4.9665069580078125) * x) + 2.583732128143310546875; } float spline36_0_1(float x) { return (((((1.18181812763214111328125 * x) - 2.1674640178680419921875) * x) - 0.01435406692326068878173828125) * x) + 1.0; } vec4 interpolateHorizontally(vec2 inputPos, ivec2 inputPosFloor, int dy) { float sumOfWeights = 0.0; vec4 sumOfWeightedPixel = vec4(0.0); float x = inputPos.x - float(inputPosFloor.x - 2); float param = x; float weight = spline36_2_3(param); sumOfWeights += weight; int param_1 = inputPosFloor.x - 2; int param_2 = inputPosFloor.y + dy; sumOfWeightedPixel += (rgb(param_1, param_2) * weight); x -= 1.0; float param_3 = x; weight = spline36_1_2(param_3); sumOfWeights += weight; int param_4 = inputPosFloor.x - 1; int param_5 = inputPosFloor.y + dy; sumOfWeightedPixel += (rgb(param_4, param_5) * weight); x -= 1.0; float param_6 = x; weight = spline36_0_1(param_6); sumOfWeights += weight; int param_7 = inputPosFloor.x + 0; int param_8 = inputPosFloor.y + dy; sumOfWeightedPixel += (rgb(param_7, param_8) * weight); x = 1.0 - x; float param_9 = x; weight = spline36_0_1(param_9); sumOfWeights += weight; int param_10 = inputPosFloor.x + 1; int param_11 = inputPosFloor.y + dy; sumOfWeightedPixel += (rgb(param_10, param_11) * weight); x += 1.0; float param_12 = x; weight = spline36_1_2(param_12); sumOfWeights += weight; int param_13 = inputPosFloor.x + 2; int param_14 = inputPosFloor.y + dy; sumOfWeightedPixel += (rgb(param_13, param_14) * weight); x += 1.0; float param_15 = x; weight = spline36_2_3(param_15); sumOfWeights += weight; int param_16 = inputPosFloor.x + 3; int param_17 = inputPosFloor.y + dy; sumOfWeightedPixel += (rgb(param_16, param_17) * weight); return sumOfWeightedPixel / vec4(sumOfWeights); } vec4 process(vec2 outputPos) { vec2 inputPos = outputPos / u_texelDelta; ivec2 inputPosFloor = ivec2(inputPos); float sumOfWeights = 0.0; vec4 sumOfWeightedPixel = vec4(0.0); float y = inputPos.y - float(inputPosFloor.y - 2); float param = y; float weight = spline36_2_3(param); sumOfWeights += weight; vec2 param_1 = inputPos; ivec2 param_2 = inputPosFloor; int param_3 = -2; sumOfWeightedPixel += (interpolateHorizontally(param_1, param_2, param_3) * weight); y -= 1.0; float param_4 = y; weight = spline36_1_2(param_4); sumOfWeights += weight; vec2 param_5 = inputPos; ivec2 param_6 = inputPosFloor; int param_7 = -1; sumOfWeightedPixel += (interpolateHorizontally(param_5, param_6, param_7) * weight); y -= 1.0; float param_8 = y; weight = spline36_0_1(param_8); sumOfWeights += weight; vec2 param_9 = inputPos; ivec2 param_10 = inputPosFloor; int param_11 = 0; sumOfWeightedPixel += (interpolateHorizontally(param_9, param_10, param_11) * weight); y = 1.0 - y; float param_12 = y; weight = spline36_0_1(param_12); sumOfWeights += weight; vec2 param_13 = inputPos; ivec2 param_14 = inputPosFloor; int param_15 = 1; sumOfWeightedPixel += (
Killzone™: Liberation v1.6.3 2019-01-27 Error in shader program link: info: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. fs: postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif uniform sampler2D sampler0; in vec4 v_texcoord0; in vec4 v_texcoord1; in vec4 v_texcoord2; in vec4 v_texcoord3; out vec4 _gl_FragColor; void main() { vec3 c0 = texture(sampler0, v_texcoord0.xy).xyz; c0 += (texture(sampler0, v_texcoord0.zy).xyz * 0.25); c0 += (texture(sampler0, v_texcoord0.xw).xyz * 0.25); c0 += (texture(sampler0, v_texcoord0.zw).xyz * 0.125); c0 += texture(sampler0, v_texcoord1.xy).xyz; c0 += (texture(sampler0, v_texcoord1.zy).xyz * 0.25); c0 += (texture(sampler0, v_texcoord1.xw).xyz * 0.25); c0 += (texture(sampler0, v_texcoord1.zw).xyz * 0.125); c0 += texture(sampler0, v_texcoord2.xy).xyz; c0 += (texture(sampler0, v_texcoord2.zy).xyz * 0.25); c0 += (texture(sampler0, v_texcoord2.xw).xyz * 0.25); c0 += (texture(sampler0, v_texcoord2.zw).xyz * 0.125); c0 += texture(sampler0, v_texcoord3.xy).xyz; c0 += (texture(sampler0, v_texcoord3.zy).xyz * 0.25); c0 += (texture(sampler0, v_texcoord3.xw).xyz * 0.25); c0 += (texture(sampler0, v_texcoord3.zw).xyz * 0.125); c0 *= 0.15384615957736968994140625; vec3 c1 = mat3(vec3(0.2989999949932098388671875, 0.596000015735626220703125, 0.21199999749660491943359375), vec3(0.58700001239776611328125, -0.2750000059604644775390625, -0.5230000019073486328125), vec3(0.114000000059604644775390625, -0.3210000097751617431640625, 0.31099998950958251953125)) * c0; c1 = vec3(pow(c1.x, 1.2000000476837158203125), c1.yz * vec2(1.2000000476837158203125)); vec3 _193 = mat3(vec3(1.0), vec3(0.955688059329986572265625, -0.2715817987918853759765625, -1.10817730426788330078125), vec3(0.619858086109161376953125, -0.64687383174896240234375, 1.7050645351409912109375)) * c1; _gl_FragColor = vec4(_193.x, _193.y, _193.z, _gl_FragColor.w); _gl_FragColor.w = 1.0; } vs: postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif uniform vec4 u_texelDelta; in vec4 a_position; out vec4 v_texcoord0; in vec2 a_texcoord0; out vec4 v_texcoord1; out vec4 v_texcoord2; out vec4 v_texcoord3; void main() { gl_Position = a_position; v_texcoord0 = a_texcoord0.xyxy + (vec4(-0.5, -0.5, -1.5, -1.5) * u_texelDelta.xyxy); v_texcoord1 = a_texcoord0.xyxy + (vec4(0.5, -0.5, 1.5, -1.5) * u_texelDelta.xyxy); v_texcoord2 = a_texcoord0.xyxy + (vec4(-0.5, 0.5, -1.5, 1.5) * u_texelDelta.xyxy); v_texcoord3 = a_texcoord0.xyxy + (vec4(0.5, 0.5, 1.5, 1.5) * u_texelDelta.xyxy); gl_Position.z = 2.0 * gl_Position.z - gl_Position.w; }
Killzone™: Liberation v1.6.3 2019-01-27 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: 0:1: error(#106) Version number not supported by GL2 ERROR: error(#273) 1 compilation errors. No code generated postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif uniform sampler2D sampler0; in vec4 v_texcoord0; in vec4 v_texcoord1; in vec4 v_texcoord2; in vec4 v_texcoord3; out vec4 _gl_FragColor; void main() { vec3 c0 = texture(sampler0, v_texcoord0.xy).xyz; c0 += (texture(sampler0, v_texcoord0.zy).xyz * 0.25); c0 += (texture(sampler0, v_texcoord0.xw).xyz * 0.25); c0 += (texture(sampler0, v_texcoord0.zw).xyz * 0.125); c0 += texture(sampler0, v_texcoord1.xy).xyz; c0 += (texture(sampler0, v_texcoord1.zy).xyz * 0.25); c0 += (texture(sampler0, v_texcoord1.xw).xyz * 0.25); c0 += (texture(sampler0, v_texcoord1.zw).xyz * 0.125); c0 += texture(sampler0, v_texcoord2.xy).xyz; c0 += (texture(sampler0, v_texcoord2.zy).xyz * 0.25); c0 += (texture(sampler0, v_texcoord2.xw).xyz * 0.25); c0 += (texture(sampler0, v_texcoord2.zw).xyz * 0.125); c0 += texture(sampler0, v_texcoord3.xy).xyz; c0 += (texture(sampler0, v_texcoord3.zy).xyz * 0.25); c0 += (texture(sampler0, v_texcoord3.xw).xyz * 0.25); c0 += (texture(sampler0, v_texcoord3.zw).xyz * 0.125); c0 *= 0.15384615957736968994140625; vec3 c1 = mat3(vec3(0.2989999949932098388671875, 0.596000015735626220703125, 0.21199999749660491943359375), vec3(0.58700001239776611328125, -0.2750000059604644775390625, -0.5230000019073486328125), vec3(0.114000000059604644775390625, -0.3210000097751617431640625, 0.31099998950958251953125)) * c0; c1 = vec3(pow(c1.x, 1.2000000476837158203125), c1.yz * vec2(1.2000000476837158203125)); vec3 _193 = mat3(vec3(1.0), vec3(0.955688059329986572265625, -0.2715817987918853759765625, -1.10817730426788330078125), vec3(0.619858086109161376953125, -0.64687383174896240234375, 1.7050645351409912109375)) * c1; _gl_FragColor = vec4(_193.x, _193.y, _193.z, _gl_FragColor.w); _gl_FragColor.w = 1.0; }
Killzone™: Liberation v1.6.3 2019-01-27 Error in shader compilation: info: Vertex shader failed to compile with the following errors: ERROR: 0:1: error(#106) Version number not supported by GL2 ERROR: error(#273) 1 compilation errors. No code generated postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif uniform vec4 u_texelDelta; in vec4 a_position; out vec4 v_texcoord0; in vec2 a_texcoord0; out vec4 v_texcoord1; out vec4 v_texcoord2; out vec4 v_texcoord3; void main() { gl_Position = a_position; v_texcoord0 = a_texcoord0.xyxy + (vec4(-0.5, -0.5, -1.5, -1.5) * u_texelDelta.xyxy); v_texcoord1 = a_texcoord0.xyxy + (vec4(0.5, -0.5, 1.5, -1.5) * u_texelDelta.xyxy); v_texcoord2 = a_texcoord0.xyxy + (vec4(-0.5, 0.5, -1.5, 1.5) * u_texelDelta.xyxy); v_texcoord3 = a_texcoord0.xyxy + (vec4(0.5, 0.5, 1.5, 1.5) * u_texelDelta.xyxy); gl_Position.z = 2.0 * gl_Position.z - gl_Position.w; }
Killzone™: Liberation v1.6.3 2019-01-26 UNIMPL sceUtilityGameSharingInitStart(090d4384)
Killzone™: Liberation v1.6.3 2019-01-26 Error in shader program link: info: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. fs: postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif uniform sampler2D sampler0; in vec4 v_texcoord0; in vec4 v_texcoord1; in vec4 v_texcoord2; in vec4 v_texcoord3; in vec4 v_texcoord4; in vec4 v_texcoord5; in vec4 v_texcoord6; out vec4 _gl_FragColor; void main() { vec3 c = texture(sampler0, v_texcoord0.xy).xyz; vec3 i1 = texture(sampler0, v_texcoord1.xy).xyz; vec3 i2 = texture(sampler0, v_texcoord2.xy).xyz; vec3 i3 = texture(sampler0, v_texcoord3.xy).xyz; vec3 i4 = texture(sampler0, v_texcoord4.xy).xyz; vec3 o1 = texture(sampler0, v_texcoord5.xy).xyz; vec3 o3 = texture(sampler0, v_texcoord6.xy).xyz; vec3 o2 = texture(sampler0, v_texcoord5.zw).xyz; vec3 o4 = texture(sampler0, v_texcoord6.zw).xyz; vec3 dt = vec3(1.0); float ko1 = dot(abs(o1 - c), dt); float ko2 = dot(abs(o2 - c), dt); float ko3 = dot(abs(o3 - c), dt); float ko4 = dot(abs(o4 - c), dt); float sd1 = dot(abs(i1 - i3), dt); float sd2 = dot(abs(i2 - i4), dt); float w1 = step(ko1, ko3) * sd2; float w2 = step(ko2, ko4) * sd1; float w3 = step(ko3, ko1) * sd2; float w4 = step(ko4, ko2) * sd1; c = (((((o1 * w1) + (o2 * w2)) + (o3 * w3)) + (o4 * w4)) + (c * 0.100000001490116119384765625)) / vec3((((w1 + w2) + w3) + w4) + 0.100000001490116119384765625); float lc = ((c.x + c.y) + c.z) + 0.20000000298023223876953125; w1 = (((i1.x + i1.y) + i1.z) + lc) * 0.20000000298023223876953125; w1 = clamp(((-0.25 * dot(abs(c - i1), dt)) / w1) + 0.324999988079071044921875, -0.0500000007450580596923828125, 0.25); w2 = (((i2.x + i2.y) + i2.z) + lc) * 0.20000000298023223876953125; w2 = clamp(((-0.25 * dot(abs(c - i2), dt)) / w2) + 0.324999988079071044921875, -0.0500000007450580596923828125, 0.25); w3 = (((i3.x + i3.y) + i3.z) + lc) * 0.20000000298023223876953125; w3 = clamp(((-0.25 * dot(abs(c - i3), dt)) / w3) + 0.324999988079071044921875, -0.0500000007450580596923828125, 0.25); w4 = (((i4.x + i4.y) + i4.z) + lc) * 0.20000000298023223876953125; w4 = clamp(((-0.25 * dot(abs(c - i4), dt)) / w4) + 0.324999988079071044921875, -0.0500000007450580596923828125, 0.25); vec3 _310 = ((((i1 * w1) + (i2 * w2)) + (i3 * w3)) + (i4 * w4)) + (c * ((((1.0 - w1) - w2) - w3) - w4)); _gl_FragColor = vec4(_310.x, _310.y, _310.z, _gl_FragColor.w); _gl_FragColor.w = 1.0; } vs: postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif uniform vec2 u_pixelDelta; uniform vec2 u_texelDelta; in vec4 a_position; out vec4 v_texcoord0; in vec2 a_texcoord0; out vec4 v_texcoord1; out vec4 v_texcoord2; out vec4 v_texcoord3; out vec4 v_texcoord4; out vec4 v_texcoord5; out vec4 v_texcoord6; void main() { float x = u_pixelDelta.x * ((u_texelDelta.x / u_pixelDelta.x) / 2.0); float y = u_pixelDelta.y * ((u_texelDelta.y / u_pixelDelta.y) / 2.0); vec2 dg1 = vec2(x, y); vec2 dg2 = vec2(-x, y); vec2 sd1 = dg1 * 0.5; vec2 sd2 = dg2 * 0.5; gl_Position = a_position; v_texcoord0 = a_texcoord0.xyxy; vec2 _69 = v_texcoord0.xy - sd1; v_texcoord1 = vec4(_69.x, _69.y, v_texcoord1.z, v_texcoord1.w); vec2 _76 = v_texcoord0.xy - sd2; v_texcoord2 = vec4(_76.x, _76.y, v_texcoord2.z, v_texcoord2.w); vec2 _83 = v_texcoord0.xy + sd1; v_texcoord3 = vec4(_83.x, _83.y, v_texcoord3.z, v_texcoord3.w); vec2 _90 = v_texcoord0.xy + sd2; v_texcoord4 = vec4(_90.x, _90.y, v_texcoord4.z, v_texcoord4.w); vec2 _97 = v_texcoord0.xy - dg1; v_texcoord5 = vec4(_97.x, _97.y, v_texcoord5.z, v_texcoord5.w); vec2 _104 = v_texcoord0.xy + dg1; v_texcoord6 = vec4(_104.x, _104.y, v_texcoord6.z, v_texcoord6.w); vec2 _110 = v_texcoord0.xy - dg2; v_texcoord5 = vec4(v_texcoord5.x, v_texcoord5.y, _110.x, _110.y); vec2 _116 = v_texcoord0.xy + dg2; v_texcoord6 =
Killzone™: Liberation v1.6.3 2019-01-26 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: 0:1: error(#106) Version number not supported by GL2 ERROR: error(#273) 1 compilation errors. No code generated postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif uniform sampler2D sampler0; in vec4 v_texcoord0; in vec4 v_texcoord1; in vec4 v_texcoord2; in vec4 v_texcoord3; in vec4 v_texcoord4; in vec4 v_texcoord5; in vec4 v_texcoord6; out vec4 _gl_FragColor; void main() { vec3 c = texture(sampler0, v_texcoord0.xy).xyz; vec3 i1 = texture(sampler0, v_texcoord1.xy).xyz; vec3 i2 = texture(sampler0, v_texcoord2.xy).xyz; vec3 i3 = texture(sampler0, v_texcoord3.xy).xyz; vec3 i4 = texture(sampler0, v_texcoord4.xy).xyz; vec3 o1 = texture(sampler0, v_texcoord5.xy).xyz; vec3 o3 = texture(sampler0, v_texcoord6.xy).xyz; vec3 o2 = texture(sampler0, v_texcoord5.zw).xyz; vec3 o4 = texture(sampler0, v_texcoord6.zw).xyz; vec3 dt = vec3(1.0); float ko1 = dot(abs(o1 - c), dt); float ko2 = dot(abs(o2 - c), dt); float ko3 = dot(abs(o3 - c), dt); float ko4 = dot(abs(o4 - c), dt); float sd1 = dot(abs(i1 - i3), dt); float sd2 = dot(abs(i2 - i4), dt); float w1 = step(ko1, ko3) * sd2; float w2 = step(ko2, ko4) * sd1; float w3 = step(ko3, ko1) * sd2; float w4 = step(ko4, ko2) * sd1; c = (((((o1 * w1) + (o2 * w2)) + (o3 * w3)) + (o4 * w4)) + (c * 0.100000001490116119384765625)) / vec3((((w1 + w2) + w3) + w4) + 0.100000001490116119384765625); float lc = ((c.x + c.y) + c.z) + 0.20000000298023223876953125; w1 = (((i1.x + i1.y) + i1.z) + lc) * 0.20000000298023223876953125; w1 = clamp(((-0.25 * dot(abs(c - i1), dt)) / w1) + 0.324999988079071044921875, -0.0500000007450580596923828125, 0.25); w2 = (((i2.x + i2.y) + i2.z) + lc) * 0.20000000298023223876953125; w2 = clamp(((-0.25 * dot(abs(c - i2), dt)) / w2) + 0.324999988079071044921875, -0.0500000007450580596923828125, 0.25); w3 = (((i3.x + i3.y) + i3.z) + lc) * 0.20000000298023223876953125; w3 = clamp(((-0.25 * dot(abs(c - i3), dt)) / w3) + 0.324999988079071044921875, -0.0500000007450580596923828125, 0.25); w4 = (((i4.x + i4.y) + i4.z) + lc) * 0.20000000298023223876953125; w4 = clamp(((-0.25 * dot(abs(c - i4), dt)) / w4) + 0.324999988079071044921875, -0.0500000007450580596923828125, 0.25); vec3 _310 = ((((i1 * w1) + (i2 * w2)) + (i3 * w3)) + (i4 * w4)) + (c * ((((1.0 - w1) - w2) - w3) - w4)); _gl_FragColor = vec4(_310.x, _310.y, _310.z, _gl_FragColor.w); _gl_FragColor.w = 1.0; }
Killzone™: Liberation v1.6.3 2019-01-26 Error in shader compilation: info: Vertex shader failed to compile with the following errors: ERROR: 0:1: error(#106) Version number not supported by GL2 ERROR: error(#273) 1 compilation errors. No code generated postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif uniform vec2 u_pixelDelta; uniform vec2 u_texelDelta; in vec4 a_position; out vec4 v_texcoord0; in vec2 a_texcoord0; out vec4 v_texcoord1; out vec4 v_texcoord2; out vec4 v_texcoord3; out vec4 v_texcoord4; out vec4 v_texcoord5; out vec4 v_texcoord6; void main() { float x = u_pixelDelta.x * ((u_texelDelta.x / u_pixelDelta.x) / 2.0); float y = u_pixelDelta.y * ((u_texelDelta.y / u_pixelDelta.y) / 2.0); vec2 dg1 = vec2(x, y); vec2 dg2 = vec2(-x, y); vec2 sd1 = dg1 * 0.5; vec2 sd2 = dg2 * 0.5; gl_Position = a_position; v_texcoord0 = a_texcoord0.xyxy; vec2 _69 = v_texcoord0.xy - sd1; v_texcoord1 = vec4(_69.x, _69.y, v_texcoord1.z, v_texcoord1.w); vec2 _76 = v_texcoord0.xy - sd2; v_texcoord2 = vec4(_76.x, _76.y, v_texcoord2.z, v_texcoord2.w); vec2 _83 = v_texcoord0.xy + sd1; v_texcoord3 = vec4(_83.x, _83.y, v_texcoord3.z, v_texcoord3.w); vec2 _90 = v_texcoord0.xy + sd2; v_texcoord4 = vec4(_90.x, _90.y, v_texcoord4.z, v_texcoord4.w); vec2 _97 = v_texcoord0.xy - dg1; v_texcoord5 = vec4(_97.x, _97.y, v_texcoord5.z, v_texcoord5.w); vec2 _104 = v_texcoord0.xy + dg1; v_texcoord6 = vec4(_104.x, _104.y, v_texcoord6.z, v_texcoord6.w); vec2 _110 = v_texcoord0.xy - dg2; v_texcoord5 = vec4(v_texcoord5.x, v_texcoord5.y, _110.x, _110.y); vec2 _116 = v_texcoord0.xy + dg2; v_texcoord6 = vec4(v_texcoord6.x, v_texcoord6.y, _116.x, _116.y); gl_Position.z = 2.0 * gl_Position.z - gl_Position.w; }
Killzone™: Liberation v1.6.3 2019-01-08 GL ran out of GPU memory; switching to low memory mode
Killzone™: Liberation v1.7.5-339-g7acb051ca 2018-12-31 Attempting to texture from target (src=04044000 / target=04044000 / flags=7)
Killzone™: Liberation v1.7.4 2019-01-29 Jump to invalid address: 00000000 PC 09f00420 LR 09f00420
Killzone™: Liberation v1.4 2018-12-18 sceDmacMemcpy(dest=04122f00, src=09ab7640, size=976): overlapping read
Killzone™: Liberation v1.4 2018-12-17 sceDmacMemcpy(dest=04163100, src=09192ef0, size=3856): overlapping read
Killzone™: Liberation v1.4 2018-12-17 sceDmacMemcpy(dest=041aac00, src=097a0b90, size=6672): overlapping read
Killzone™: Liberation v1.7.1 2018-12-13 sceDmacMemcpy(dest=04125e00, src=095c95e0, size=576): overlapping read
Killzone™: Liberation v1.7.5 2018-12-06 sceDmacMemcpy(dest=04153c00, src=08fd69d0, size=32832): overlapping read
Killzone™: Liberation v1.6.2 2018-11-27 Error in shader compilation: info: 00000000:0000000a THR C #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Killzone™: Liberation v1.6.2 2018-11-27 Error in shader compilation: info: 40000000:00000012 THR Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Killzone™: Liberation v1.6.2 2018-11-27 Error in shader compilation: info: 00004000:00000002 Tex Flat TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; flat in vec4 v_color0; 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; }
Killzone™: Liberation v1.6.2 2018-11-27 Error in shader compilation: info: 00000000:00000001 Clear #version 300 es precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0; fragColor0 = v; }
Killzone™: Liberation v1.4-2-g648bc5d 2018-11-26 DL PC = 00000000 WTF!!!!
Killzone™: Liberation v1.4-2-g648bc5d 2018-11-26 Unable to run GE interrupt: no pending interrupt
Killzone™: Liberation v1.6.3 2018-11-23 WriteToHardware: Invalid address 00000000 near PC 08968218 LR 08968218
Killzone™: Liberation v1.4 2018-11-10 sceDmacMemcpy(dest=0411ba00, src=092d8a60, size=64): overlapping read
Killzone™: Liberation v1.4 2018-11-10 sceDmacMemcpy(dest=0418aa00, src=094f5300, size=7168): overlapping read
Killzone™: Liberation v1.4 2018-11-09 sceDmacMemcpy(dest=041a7c00, src=093d63b0, size=64): overlapping read
Killzone™: Liberation v1.4 2018-11-09 sceDmacMemcpy(dest=041fd900, src=096f2710, size=864): overlapping read
Killzone™: Liberation v1.4 2018-11-08 sceDmacMemcpy(dest=04112a00, src=091d1f30, size=1280): overlapping read
Killzone™: Liberation v1.4 2018-11-08 sceDmacMemcpy(dest=0411fd00, src=09905e90, size=1280): overlapping read
Killzone™: Liberation v1.4 2018-11-08 sceDmacMemcpy(dest=04141500, src=0926a820, size=4384): overlapping read
Killzone™: Liberation v1.4 2018-11-08 sceDmacMemcpy(dest=0412de00, src=092c4f50, size=688): overlapping read
Killzone™: Liberation v1.4 2018-11-08 sceDmacMemcpy(dest=0412de00, src=09b78280, size=944): overlapping read
Killzone™: Liberation v1.4 2018-11-08 sceDmacMemcpy(dest=0412de00, src=092bb2f0, size=960): overlapping read
Killzone™: Liberation v1.7.1 2018-11-04 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context ERROR: error(#273) 1 compilation errors. No code generated depal #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (index.r * 1.000000) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); }
Killzone™: Liberation v1.7.1 2018-11-04 Error in shader program link: info: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. fs: depal (failed) #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (index.r * 1.000000) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); } vs: depal (failed) #ifdef GL_ES precision highp float; #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
Killzone™: Liberation v1.7.1 2018-11-04 Error in shader program link: info: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. fs: depal (failed) #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (index.b * 1.000000) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); } vs: depal (failed) #ifdef GL_ES precision highp float; #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
Killzone™: Liberation v1.7.1 2018-11-04 Error in shader program link: info: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. fs: depal (failed) #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (index.g * 1.000000) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); } vs: depal (failed) #ifdef GL_ES precision highp float; #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
Killzone™: Liberation v1.7.1 2018-11-04 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context ERROR: error(#273) 1 compilation errors. No code generated depal #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (index.b * 1.000000) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); }
Killzone™: Liberation v1.7.1 2018-11-04 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context ERROR: error(#273) 1 compilation errors. No code generated depal #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (index.g * 1.000000) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); }
Killzone™: Liberation v1.7.1 2018-11-04 Error in shader compilation: info: Vertex shader failed to compile with the following errors: ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context ERROR: error(#273) 1 compilation errors. No code generated depal #ifdef GL_ES precision highp float; #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
Killzone™: Liberation v1.7 2018-11-02 sceDmacMemcpy(dest=04157200, src=0900b110, size=1024): overlapping read
Killzone™: Liberation v1.6.3 2018-10-10 UNIMPL sceUtilityGameSharingInitStart(098c3fe4)
Killzone™: Liberation v1.6.3 2018-10-10 UNIMPL sceUtilityGameSharingInitStart(098c3d44)
Killzone™: Liberation v1.4 2018-09-28 sceDmacMemcpy(dest=0416a000, src=0959a9b0, size=1216): overlapping read
Killzone™: Liberation v1.6.3 2018-09-15 sceDmacMemcpy(dest=04170400, src=094fb630, size=2112): overlapping read
Killzone™: Liberation v1.5.4 2018-09-13 sceDmacMemcpy(dest=04155800, src=09538770, size=2112): overlapping read
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 003b0000: pc = 003a0000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00280000: pc = 00270000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 003e0000: pc = 003d0000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00370000: pc = 00360000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00120000: pc = 00110000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 000e0000: pc = 000d0000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 000c0000: pc = 000b0000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00360000: pc = 00350000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 003a0000: pc = 00390000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 001f0000: pc = 001e0000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 003f0000: pc = 003e0000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 001e0000: pc = 001d0000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 000f0000: pc = 000e0000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 003d0000: pc = 003c0000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00380000: pc = 00370000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 003c0000: pc = 003b0000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00390000: pc = 00380000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00130000: pc = 00120000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00350000: pc = 00340000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 000d0000: pc = 000c0000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 000a0000: pc = 00090000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00190000: pc = 00180000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00180000: pc = 00170000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00170000: pc = 00160000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00330000: pc = 00320000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 002b0000: pc = 002a0000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 002c0000: pc = 002b0000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 001c0000: pc = 001b0000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00110000: pc = 00100000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00340000: pc = 00330000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00320000: pc = 00310000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 001b0000: pc = 001a0000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00310000: pc = 00300000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00300000: pc = 002f0000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 002f0000: pc = 002e0000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 002d0000: pc = 002c0000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00060000: pc = 00050000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 001a0000: pc = 00190000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 002a0000: pc = 00290000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00040000: pc = 00030000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 000b0000: pc = 000a0000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00070000: pc = 00060000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00030000: pc = 00020000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00050000: pc = 00040000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00240000: pc = 00230000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00080000: pc = 00070000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00270000: pc = 00260000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00260000: pc = 00250000
Killzone™: Liberation v1.5.4 2018-09-05 Trying to write block exit to illegal destination 00290000: pc = 00280000