Recent logs - Midnight Club 3: DUB Edition

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Game title Version Latest Report Message
Midnight Club 3: DUB Edition v1.10.3 2020-11-23 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616
Midnight Club 3: DUB Edition v1.10.3 2020-11-23 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1
Midnight Club 3: DUB Edition v1.10.3 2020-11-19 80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data
Midnight Club 3: DUB Edition v1.10.3 2020-11-19 Render to area containing texture at 040cc000 +64x0
Midnight Club 3: DUB Edition v1.10.3 2020-11-19 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
Midnight Club 3: DUB Edition v1.10.2 2020-11-15 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145544000
Midnight Club 3: DUB Edition v1.6.3-492-g9fddfff66 2020-10-31 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:00217022 Tex TexAlpha Fog TFuncMod AlphaTest0 != #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in 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 = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) discard; fragColor0 = v; } vs: 00000000:00000b14 HWX T N Fog Tex #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 lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; 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; 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); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Midnight Club 3: DUB Edition v1.6.3-492-g9fddfff66 2020-10-31 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:00a00022 Tex TexAlpha Fog 2x TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in 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 = 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); fragColor0 = v; } vs: 00000000:003a0b14 HWX T N Fog Tex UVEnv 2: c:0 t:0 3: c:0 t:0 #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_lightpos2; uniform vec3 u_lightpos3; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; 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; 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); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos2), worldnormal), 1.0 + dot(normalize(u_lightpos3), worldnormal)) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Midnight Club 3: DUB Edition v1.6.3-492-g9fddfff66 2020-10-31 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:0020d022 Tex TexAlpha Fog TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in 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 = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 01370011:003a0b14 HWX T N Fog Tex UVEnv Light: 0: c:1 t:0 1: c:1 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:7 #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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform vec3 u_lightpos3; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; 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); vec4 outPos = 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; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos2), worldnormal), 1.0 + dot(normalize(u_lightpos3), worldnormal)) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Midnight Club 3: DUB Edition v1.6.3-492-g9fddfff66 2020-10-31 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:0020d022 Tex TexAlpha Fog TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in 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 = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 01070000:0000091c HWX C T Fog Tex Light: MatUp:7 #version 300 es precision highp float; 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_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; 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; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Midnight Club 3: DUB Edition v1.6.3-492-g9fddfff66 2020-10-31 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:00217022 Tex TexAlpha Fog TFuncMod AlphaTest0 != #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in 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 = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) discard; fragColor0 = v; } vs: 01370011:003a0b14 HWX T N Fog Tex UVEnv Light: 0: c:1 t:0 1: c:1 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:7 #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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform vec3 u_lightpos3; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; 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); vec4 outPos = 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; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos2), worldnormal), 1.0 + dot(normalize(u_lightpos3), worldnormal)) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Midnight Club 3: DUB Edition v1.6.3-492-g9fddfff66 2020-10-31 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:00217022 Tex TexAlpha Fog TFuncMod AlphaTest0 != #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in 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 = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) discard; fragColor0 = v; } vs: 00000000:003a0b14 HWX T N Fog Tex UVEnv 2: c:0 t:0 3: c:0 t:0 #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_lightpos2; uniform vec3 u_lightpos3; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; 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; 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); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos2), worldnormal), 1.0 + dot(normalize(u_lightpos3), worldnormal)) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Midnight Club 3: DUB Edition v1.6.3-492-g9fddfff66 2020-10-31 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:00a17022 Tex TexAlpha Fog 2x TFuncMod AlphaTest0 != #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in 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 = 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 (v.a < 0.002) discard; fragColor0 = v; } vs: 01370011:003a0b14 HWX T N Fog Tex UVEnv Light: 0: c:1 t:0 1: c:1 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:7 #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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform vec3 u_lightpos3; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; 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); vec4 outPos = 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; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos2), worldnormal), 1.0 + dot(normalize(u_lightpos3), worldnormal)) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Midnight Club 3: DUB Edition v1.6.3-492-g9fddfff66 2020-10-31 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:00a00022 Tex TexAlpha Fog 2x TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in 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 = 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); fragColor0 = v; } vs: 01370011:003a0b14 HWX T N Fog Tex UVEnv Light: 0: c:1 t:0 1: c:1 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:7 #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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform vec3 u_lightpos3; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; 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); vec4 outPos = 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; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos2), worldnormal), 1.0 + dot(normalize(u_lightpos3), worldnormal)) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Midnight Club 3: DUB Edition v1.10.3 2020-10-26 sceKernelCreateThread(name=SceParseHTTPheader_Library): unsupported attributes 00000006
Midnight Club 3: DUB Edition v1.10.3 2020-10-26 Ignoring func export sceParseHttp/ad7bfdef, already implemented in HLE.
Midnight Club 3: DUB Edition v1.10.3 2020-10-26 Ignoring func export sceParseHttp/8077a433, already implemented in HLE.
Midnight Club 3: DUB Edition v1.10.3 2020-10-26 sceKernelCreateThread(name=SceParseURI_Library): unsupported attributes 00000006
Midnight Club 3: DUB Edition v1.10.3 2020-10-26 Ignoring func export sceParseUri/7ee318af, already implemented in HLE.
Midnight Club 3: DUB Edition v1.10.3 2020-10-26 Ignoring func export sceParseUri/568518c9, already implemented in HLE.
Midnight Club 3: DUB Edition v1.10.3 2020-10-26 Ignoring func export sceParseUri/062bb07e, already implemented in HLE.
Midnight Club 3: DUB Edition v1.10.3 2020-10-26 Ignoring func export sceParseUri/49e950ec, already implemented in HLE.
Midnight Club 3: DUB Edition v1.10.3 2020-10-26 sceKernelCreateThread(name=SceBase64_Library): unsupported attributes 00000006
Midnight Club 3: DUB Edition v1.10.3 2020-10-26 sceKernelCreateThread(name=sceCert_Loader): unsupported attributes 00001006
Midnight Club 3: DUB Edition v1.10.3 2020-10-26 sceKernelLoadModule: unsupported options size=00000014, flags=4e49422e, pos=0, access=1, data=2, text=2
Midnight Club 3: DUB Edition v1.10.3 2020-10-26 sceKernelLoadModule: unsupported options size=00000014, flags=fefefefe, pos=0, access=1, data=1, text=1
Midnight Club 3: DUB Edition v1.10.3 2020-11-23 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -65536
Midnight Club 3: DUB Edition v1.10.3 2020-10-18 sceKernelLoadModule: unsupported options size=00000014, flags=08d11560, pos=0, access=1, data=2, text=2
Midnight Club 3: DUB Edition v1.10.3 2020-10-18 sceKernelLoadModule: unsupported options size=00000014, flags=08857c2c, pos=0, access=1, data=1, text=1
Midnight Club 3: DUB Edition v1.10.3 2020-10-18 sceKernelLoadModule: unsupported options size=00000014, flags=0892b680, pos=0, access=1, data=2, text=2
Midnight Club 3: DUB Edition v1.10.3 2020-10-01 80630007=sceAtracSetData(2, 08b9d5c0, 00038000): atracID uses different codec type than data
Midnight Club 3: DUB Edition v1.10.3 2020-10-01 sceGeBreak(mode=0, unknown=08b90d1c): unknown ptr (valid)
Midnight Club 3: DUB Edition v1.10.3 2020-09-22 Ignoring func export scePsmfPlayer/68f07175, already implemented in HLE.
Midnight Club 3: DUB Edition v1.10.3 2020-09-22 Ignoring func export scePsmfPlayer/9ff2b2e7, already implemented in HLE.
Midnight Club 3: DUB Edition v1.10.3 2020-09-22 Ignoring func export scePsmfPlayer/f8ef08a6, already implemented in HLE.
Midnight Club 3: DUB Edition v1.10.3 2020-09-22 Ignoring func export scePsmfPlayer/75f03fa2, already implemented in HLE.
Midnight Club 3: DUB Edition v1.10.3 2020-09-22 Ignoring func export scePsmfPlayer/8a9ebdcd, already implemented in HLE.
Midnight Club 3: DUB Edition v1.10.3 2020-09-22 Ignoring func export scePsmfPlayer/3ea82a4b, already implemented in HLE.
Midnight Club 3: DUB Edition v1.10.3 2020-09-22 Ignoring func export scePsmfPlayer/95a84ee5, already implemented in HLE.
Midnight Club 3: DUB Edition v1.10.2 2020-09-22 Unknown GE command : 0dffffff
Midnight Club 3: DUB Edition v1.10.2 2020-09-20 MIPSCompileOp: Invalid instruction 43bfc77e
Midnight Club 3: DUB Edition v1.10.2 2020-09-20 MIPSCompileOp: Invalid instruction 43c2d5c3
Midnight Club 3: DUB Edition v1.10.3 2020-09-17 ReadFromHardware: Invalid address 952c003d near PC 952c003d LR 08832dcc
Midnight Club 3: DUB Edition v1.10.3 2020-09-06 Vertices without position found: (00a0002b) P: s8 N: s8 C: ? T: f (through) (size: 8)
Midnight Club 3: DUB Edition v1.10.3 2020-09-06 Attempted inverse for logic op: a
Midnight Club 3: DUB Edition v1.10.3 2020-09-06 Render to texture with incompatible formats 3 != 2 at 04088000
Midnight Club 3: DUB Edition v1.10.3 2020-09-06 Render to texture with different formats 3 != 2
Midnight Club 3: DUB Edition v1.10.3 2020-09-06 Unknown GE command : 03ffffff
Midnight Club 3: DUB Edition v1.8.0 2020-08-28 MIPSCompileOp: Invalid instruction 40db4cac
Midnight Club 3: DUB Edition v1.8.0 2020-08-28 MIPSCompileOp: Invalid instruction 40cf0000
Midnight Club 3: DUB Edition v1.8.0 2020-08-28 MIPSCompileOp: Invalid instruction 003333ff
Midnight Club 3: DUB Edition v1.7.4 2020-08-17 WriteToHardware: Invalid address 03280482 near PC 08833d5c LR 08833d90
Midnight Club 3: DUB Edition v1.7.4 2020-08-17 ReadFromHardware: Invalid address 03280482 near PC 08833d5c LR 08833d90
Midnight Club 3: DUB Edition v1.10.3 2020-08-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2
Midnight Club 3: DUB Edition v1.10.3 2020-08-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1
Midnight Club 3: DUB Edition v1.10.3 2020-08-13 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a51d8, pos=0, access=1, data=1, text=1
Midnight Club 3: DUB Edition v1.10.3 2020-07-28 sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid)
Midnight Club 3: DUB Edition v1.10.2 2020-07-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144918396
Midnight Club 3: DUB Edition v1.10.2 2020-07-22 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 144316588
Midnight Club 3: DUB Edition v1.10.2 2020-07-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142702700
Midnight Club 3: DUB Edition v1.10.2 2020-07-22 sceKernelLoadModule: unsupported options size=00000014, flags=0898786c, pos=0, access=1, data=2, text=2
Midnight Club 3: DUB Edition v1.10.2 2020-07-22 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08228644, firstSym=082284c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228654, firstSym=082284e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228658, firstSym=082284e8, varData=00000000, extra=00000000
Midnight Club 3: DUB Edition v1.10.2 2020-07-22 sceKernelLoadModule: unsupported options size=00000014, flags=0898786c, pos=0, access=1, data=1, text=1
Midnight Club 3: DUB Edition v1.10.3 2020-11-28 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
Midnight Club 3: DUB Edition v1.10.2 2020-07-19 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508176
Midnight Club 3: DUB Edition v1.10.2 2020-07-19 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
Midnight Club 3: DUB Edition v1.10.1 2020-07-06 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 128
Midnight Club 3: DUB Edition v1.10.1 2020-07-06 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1082130432
Midnight Club 3: DUB Edition v1.10.1 2020-07-06 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 19792
Midnight Club 3: DUB Edition v1.10.1 2020-07-06 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145972200
Midnight Club 3: DUB Edition v1.10.1 2020-07-06 sceKernelLoadModule: unsupported options size=00000014, flags=08a1f624, pos=0, access=1, data=2, text=2
Midnight Club 3: DUB Edition v1.10.1 2020-07-06 sceKernelLoadModule: unsupported options size=00000014, flags=08a1f624, pos=0, access=1, data=1, text=1
Midnight Club 3: DUB Edition v1.10.1 2020-07-03 Render to texture with different formats 0 != 1
Midnight Club 3: DUB Edition v1.10.1 2020-07-03 Render to texture with different strides 128 != 256
Midnight Club 3: DUB Edition v1.9.4 2020-06-05 MIPSCompileOp: Invalid instruction 4028cf6f
Midnight Club 3: DUB Edition v1.9.4 2020-06-05 MIPSCompileOp: Invalid instruction 4028b833
Midnight Club 3: DUB Edition v1.9.4 2020-06-05 MIPSCompileOp: Invalid instruction 43bd0ff4
Midnight Club 3: DUB Edition v1.9.4 2020-06-05 MIPSCompileOp: Invalid instruction 43bd36ff
Midnight Club 3: DUB Edition v1.9.4 2020-06-05 MIPSCompileOp: Invalid instruction 060d0e10
Midnight Club 3: DUB Edition v1.9.4 2020-06-05 MIPSCompileOp: Invalid instruction 4463ec5e
Midnight Club 3: DUB Edition v1.9.4 2020-06-05 MIPSCompileOp: Invalid instruction 443ec136
Midnight Club 3: DUB Edition v1.9.4 2020-06-05 MIPSCompileOp: Invalid instruction 40e665cc
Midnight Club 3: DUB Edition v1.9.3 2020-05-16 ReadFromHardware: Invalid address 00000000 near PC 08b5cfd0 LR 08b5cff4
Midnight Club 3: DUB Edition v1.9.3 2020-05-16 WriteToHardware: Invalid address 00000000 near PC 08b5cfd0 LR 08b5cff4
Midnight Club 3: DUB Edition v1.6.3-492-g9fddfff66 2020-04-30 ReadFromHardware: Invalid address 0f000000 near PC 0f000000 LR 08832dcc
Midnight Club 3: DUB Edition v1.5.4 2020-04-20 ReadFromHardware: Invalid address 011b509c near PC 08833fc4 LR 08833fc4
Midnight Club 3: DUB Edition v1.5.4 2020-04-20 ReadFromHardware: Invalid address 1766c488 near PC 08833fc4 LR 08833fc4
Midnight Club 3: DUB Edition v1.9.4 2020-04-18 Unknown GetPointer 00000000 PC 0883bf74 LR 0883bf74
Midnight Club 3: DUB Edition v1.6.3-456-g6d0ed4a 2020-04-16 Unexpected mpeg first timestamp: 67074686572 / 7080059102578
Midnight Club 3: DUB Edition v1.9.3-998-gc739d4e16 2020-12-02 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
Midnight Club 3: DUB Edition v1.9.3-998-gc739d4e16 2020-12-02 Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8
Midnight Club 3: DUB Edition v1.9.3-998-gc739d4e16 2020-12-02 Unknown syscall in known module 'ThreadManForKernel': 0x616403ba
Midnight Club 3: DUB Edition v1.9.3-998-gc739d4e16 2020-07-16 Unknown syscall in known module 'ThreadManForKernel': 0x9fa03cd3
Midnight Club 3: DUB Edition v1.9.3-998-gc739d4e16 2020-12-02 Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999
Midnight Club 3: DUB Edition v1.9.3-998-gc739d4e16 2020-12-02 Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca
Midnight Club 3: DUB Edition v1.9.3-998-gc739d4e16 2020-12-02 Unknown syscall in known module 'ThreadManForKernel': 0x18260574
Midnight Club 3: DUB Edition v1.9.3-998-gc739d4e16 2020-12-02 Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e
Midnight Club 3: DUB Edition v1.9.3-998-gc739d4e16 2020-12-02 Unknown syscall in known module 'ThreadManForKernel': 0x86255ada
Midnight Club 3: DUB Edition v1.9.3-998-gc739d4e16 2020-12-02 Unknown syscall in known module 'ThreadManForKernel': 0x8125221d
Midnight Club 3: DUB Edition v1.9.3-998-gc739d4e16 2020-12-02 Unknown syscall in known module 'ThreadManForKernel': 0x278c0df5