Recent logs - NASCAR®

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Game title Version Latest Report Message
NASCAR® v1.18.1 2025-02-13 Vertices without position found: (07df201d) [07df201d] P: ? C: 8888 T: u8 Morph: 8 (through) (96b)
NASCAR® v1.18.1 2025-02-13 Bad vertex address 00023f11!
NASCAR® v1.18.1 2025-02-13 Drawing region rate add non-zero: 04ef, 04c3 of 0223, 0340
NASCAR® v1.18.1 2025-02-13 Bad vertex address 0ef22ff0!
NASCAR® v1.18.1 2025-02-13 Bad vertex address 0a997b6b!
NASCAR® v1.18.1 2025-02-13 VTYPE with morph used: THRU=0 TC=1 COL=7 POS=1 NRM=3 WT=2 NW=8 IDX=0 MC=4
NASCAR® v1.18.1 2025-02-13 Bad vertex address 032b5122!
NASCAR® v1.18.1 2025-02-13 Bad index address 0dc6603c!
NASCAR® v1.18.1 2025-02-13 Bad vertex address 04e22443!
NASCAR® v1.18.1 2025-02-13 Unusual bezier/spline vtype: 120fe4fd, morph: 3, bones: 8
NASCAR® v1.18.1 2025-01-13 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=3 NRM=1 WT=3 NW=7 IDX=0 MC=6
NASCAR® v1.18.1 2025-01-12 VTYPE with morph used: THRU=0 TC=0 COL=2 POS=1 NRM=1 WT=0 NW=5 IDX=0 MC=2
NASCAR® v1.17.1 2024-12-19 Unexpected mpeg first timestamp: 0 / 0
NASCAR® v1.18.1 2024-12-12 VTYPE with morph used: THRU=0 TC=3 COL=3 POS=2 NRM=0 WT=3 NW=3 IDX=0 MC=7
NASCAR® v1.18.1 2024-12-11 Vertices without position found: (04d58626) [04d58626] P: ? N: s8 C: ? T: u16 W: f (7x) Morph: 6 (through) (48b)
NASCAR® v1.18.1 2024-12-11 VTYPE with morph used: THRU=1 TC=2 COL=1 POS=0 NRM=1 WT=3 NW=7 IDX=0 MC=6
NASCAR® v1.18.1 2024-12-11 VTYPE with morph used: THRU=0 TC=3 COL=0 POS=2 NRM=2 WT=0 NW=3 IDX=0 MC=2
NASCAR® v1.18.1 2024-12-11 VTYPE with morph used: THRU=1 TC=2 COL=2 POS=1 NRM=3 WT=3 NW=3 IDX=0 MC=3
NASCAR® v1.18.1 2024-12-09 VTYPE with morph used: THRU=0 TC=3 COL=6 POS=3 NRM=1 WT=1 NW=5 IDX=0 MC=7
NASCAR® v1.18.1 2024-12-08 VTYPE with morph used: THRU=0 TC=2 COL=3 POS=3 NRM=0 WT=0 NW=5 IDX=0 MC=3
NASCAR® v1.18.1 2024-11-29 VTYPE with morph used: THRU=1 TC=2 COL=4 POS=3 NRM=2 WT=2 NW=8 IDX=0 MC=3
NASCAR® v1.18.1 2024-11-29 VTYPE with morph used: THRU=1 TC=1 COL=2 POS=2 NRM=1 WT=1 NW=3 IDX=0 MC=7
NASCAR® v1.18.1 2024-11-27 Drawing region rate add non-zero: 04ef, 04c3 of 01df, 010f
NASCAR® v1.18.1 2025-02-13 Bad vertex address 0cf2241f!
NASCAR® v1.18.1 2024-11-26 VTYPE with morph used: THRU=1 TC=0 COL=7 POS=1 NRM=3 WT=3 NW=8 IDX=0 MC=2
NASCAR® v1.18.1 2024-11-26 VTYPE with morph used: THRU=0 TC=3 COL=6 POS=3 NRM=1 WT=0 NW=8 IDX=0 MC=7
NASCAR® v1.18.1 2024-11-26 VTYPE with morph used: THRU=0 TC=0 COL=1 POS=3 NRM=1 WT=1 NW=5 IDX=0 MC=8
NASCAR® v1.18.1 2024-11-25 VTYPE with morph used: THRU=0 TC=2 COL=5 POS=3 NRM=2 WT=3 NW=5 IDX=0 MC=8
NASCAR® v1.18.1 2024-11-25 VTYPE with morph used: THRU=0 TC=3 COL=4 POS=2 NRM=0 WT=1 NW=3 IDX=0 MC=7
NASCAR® v1.18.1 2024-11-25 VTYPE with morph used: THRU=1 TC=3 COL=3 POS=2 NRM=2 WT=1 NW=1 IDX=0 MC=5
NASCAR® v1.18.1 2024-11-24 VTYPE with morph used: THRU=0 TC=1 COL=6 POS=2 NRM=0 WT=2 NW=1 IDX=0 MC=8
NASCAR® v1.18.1 2024-11-22 VTYPE with morph used: THRU=0 TC=0 COL=0 POS=1 NRM=3 WT=1 NW=1 IDX=0 MC=2
NASCAR® v1.18.1 2024-11-21 Vertices without position found: (04680251) [04680251] P: ? N: s16 C: 565 T: u8 W: u8 (1x) Morph: 3 (48b)
NASCAR® v1.18.1 2024-11-21 VTYPE with morph used: THRU=0 TC=1 COL=4 POS=0 NRM=2 WT=1 NW=1 IDX=0 MC=3
NASCAR® v1.11.3-1276-g192a43c1c 2024-11-18 Error in shader compilation: info: 0:19: S0027: Cannot modify an input variable 00000000:00000012 THR Tex #version 320 es // Mali-G76 MC4 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NASCAR® v1.11.3-1276-g192a43c1c 2024-11-18 Error in shader compilation: info: 0:45: S0027: Cannot modify an input variable 40000000:00000938 HWX C T Tex Flat Cull #version 320 es // Mali-G76 MC4 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xy *= 0.604841; vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NASCAR® v1.11.3-1276-g192a43c1c 2024-11-18 Error in shader compilation: info: 0:68: S0027: Cannot modify an input variable 01300000:00120b38 HWX C T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 Cull #version 320 es // Mali-G76 MC4 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform 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 vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xy *= 0.604841; vec4 outPos = mul(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 = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NASCAR® v1.11.3-1276-g192a43c1c 2024-11-18 Error in shader compilation: info: 0:60: S0027: Cannot modify an input variable 01120000:00000b38 HWX C T N Tex Light: 0: c:0 t:0 MatUp:2 Cull #version 320 es // Mali-G76 MC4 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xy *= 0.604841; vec4 outPos = mul(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 = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NASCAR® v1.11.3-1276-g192a43c1c 2024-11-18 Error in shader compilation: info: 0:61: S0027: Cannot modify an input variable 01100000:00000b38 HWX C T N Tex Light: 0: c:0 t:0 Cull #version 320 es // Mali-G76 MC4 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; 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 vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xy *= 0.604841; vec4 outPos = mul(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 = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NASCAR® v1.11.3-1276-g192a43c1c 2024-11-18 Error in shader compilation: info: 0:68: S0027: Cannot modify an input variable 01300000:00000b38 HWX C T N Tex Light: 0: c:0 t:0 1: c:0 t:0 Cull #version 320 es // Mali-G76 MC4 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform 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 vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xy *= 0.604841; vec4 outPos = mul(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 = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NASCAR® v1.11.3-1276-g192a43c1c 2024-11-18 Error in shader compilation: info: 0:41: S0027: Cannot modify an input variable 00000000:00000128 HWX C Cull #version 320 es // Mali-G76 MC4 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xy *= 0.604841; vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NASCAR® v1.11.3-1276-g192a43c1c 2024-11-18 Error in shader compilation: info: 0:45: S0027: Cannot modify an input variable 00000000:00000938 HWX C T Tex Cull #version 320 es // Mali-G76 MC4 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xy *= 0.604841; vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NASCAR® v1.11.3-1276-g192a43c1c 2024-11-18 Error in shader compilation: info: 0:16: S0027: Cannot modify an input variable 00000000:0000000a THR C #version 320 es // Mali-G76 MC4 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; in float h_depth; void main() { v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NASCAR® v1.18.1 2024-11-12 VTYPE with morph used: THRU=1 TC=0 COL=0 POS=2 NRM=3 WT=3 NW=3 IDX=0 MC=6
NASCAR® v1.18.1 2024-11-11 VTYPE with morph used: THRU=1 TC=0 COL=3 POS=1 NRM=0 WT=3 NW=7 IDX=0 MC=5
NASCAR® v1.18.1 2024-11-11 Vertices without position found: (04256450) [04256450] P: ? N: s16 C: 565 W: u16 (6x) Morph: 2 (48b)
NASCAR® v1.18.1 2024-11-11 VTYPE with morph used: THRU=0 TC=0 COL=4 POS=0 NRM=2 WT=2 NW=6 IDX=0 MC=2
NASCAR® v1.17.1 2024-11-10 Unknown GE command : 3920ff93
NASCAR® v1.17.1 2024-11-10 VTYPE with morph used: THRU=0 TC=1 COL=1 POS=1 NRM=0 WT=1 NW=4 IDX=0 MC=4
NASCAR® v1.17.1 2024-11-05 Unknown GE command : 39047446
NASCAR® v1.17.1 2024-11-05 VTYPE with morph used: THRU=1 TC=2 COL=6 POS=2 NRM=3 WT=2 NW=4 IDX=0 MC=6
NASCAR® v1.17.1 2024-11-04 Unknown GE command : 39e9c26b
NASCAR® v1.17.1 2024-11-04 Unknown GE command : 39d9d96d
NASCAR® v1.17.1 2024-11-04 Unknown GE command : 39f4e65e
NASCAR® v1.17.1 2024-11-01 Unknown GE command : 39970da0
NASCAR® v1.17.1 2024-10-30 Unknown GE command : b7b3bf89
NASCAR® v1.17.1 2024-10-30 Unknown GetPointer 00000000 PC 08aef724 LR 089c668c
NASCAR® v1.17.1 2024-10-30 Unknown GE command : 39cf86ad
NASCAR® v1.17.1 2024-10-30 Vertices without position found: (04e1a454) P: ? N: s16 C: 5551 W: u16 (7x) (through) (26b)
NASCAR® v1.17.1 2024-10-27 VTYPE with morph used: THRU=0 TC=2 COL=2 POS=1 NRM=3 WT=1 NW=5 IDX=0 MC=7
NASCAR® v1.17 2024-10-05 Unknown GE command : 35de57a8
NASCAR® v1.17 2024-10-05 VTYPE with morph used: THRU=0 TC=2 COL=4 POS=3 NRM=0 WT=1 NW=4 IDX=0 MC=4
NASCAR® v1.17.1 2024-10-02 VTYPE with morph used: THRU=0 TC=2 COL=5 POS=1 NRM=2 WT=1 NW=2 IDX=0 MC=2
NASCAR® v1.17.1-1187-g6b383e40e0 2024-09-30 sceGeBreak(mode=0, unknown=08dfeba8): unknown ptr (valid)
NASCAR® v1.17.1 2024-09-16 Unusual bezier/spline vtype: 12d2d2d2, morph: 4, bones: 4
NASCAR® v1.17.1 2024-09-16 GetIndexBounds: Index outside 16-bit range
NASCAR® v1.17.1 2024-09-16 GetIndexBounds: Decoding 32-bit indexes
NASCAR® v1.17.1 2024-09-16 Vertices without position found: (0417b830) P: ? N: s8 C: 565 I: ? Morph: 6 (48b)
NASCAR® v1.17.1 2024-09-16 VTYPE with morph used: THRU=0 TC=0 COL=4 POS=0 NRM=1 WT=0 NW=7 IDX=3 MC=6
NASCAR® v1.17.1 2024-09-16 Drawing region rate add non-zero: 02ba, 0275 of 01df, 010f
NASCAR® v1.17.1 2024-09-16 Unknown GE command : 3906656b
NASCAR® v1.17.1 2024-09-16 Unknown GE command : 39b35000
NASCAR® v1.17.1 2024-09-03 Block transfer invalid: b2000000/240 -> 08ea1280/0, 1024x29x2 (0,0)->(0,0)
NASCAR® v1.17.1 2024-09-02 Unknown GE command : 39b1d3b4
NASCAR® v1.17.1 2024-09-02 VTYPE with morph used: THRU=1 TC=0 COL=0 POS=3 NRM=0 WT=2 NW=6 IDX=0 MC=7
NASCAR® v1.17.1 2024-09-02 VTYPE with morph used: THRU=1 TC=0 COL=4 POS=2 NRM=3 WT=1 NW=3 IDX=0 MC=5
NASCAR® v1.17.1 2024-09-01 Unknown GE command : 35a37c00
NASCAR® v1.17.1 2024-09-01 VTYPE with morph used: THRU=1 TC=3 COL=4 POS=2 NRM=1 WT=3 NW=2 IDX=0 MC=4
NASCAR® v1.17.1 2024-08-31 Unknown GE command : 392d9dce
NASCAR® v1.17.1 2024-08-23 VTYPE with morph used: THRU=0 TC=0 COL=3 POS=3 NRM=1 WT=3 NW=1 IDX=0 MC=2
NASCAR® v1.17.1 2024-08-23 Unknown GE command : b7e11c00
NASCAR® v1.17.1 2024-08-23 Unknown GE command : 3927392b
NASCAR® v1.17.1 2024-08-23 VTYPE with morph used: THRU=1 TC=3 COL=1 POS=3 NRM=0 WT=1 NW=6 IDX=0 MC=6
NASCAR® v1.17.1 2024-08-21 Vertices without position found: (04112221) P: ? N: s8 T: u8 W: u8 (5x) Morph: 5 (65b)
NASCAR® v1.17.1 2024-08-21 VTYPE with morph used: THRU=0 TC=1 COL=0 POS=0 NRM=1 WT=1 NW=5 IDX=0 MC=5
NASCAR® v1.17.1 2024-08-19 Unknown GE command : 39b17996
NASCAR® v1.17.1 2024-08-19 Vertices without position found: (064e6208) P: ? C: ? W: u8 (2x) Morph: 4 (12b)
NASCAR® v1.17.1 2024-08-19 Unknown GE command : 39952780
NASCAR® v1.17.1 2024-08-19 Vertices without position found: (074e6208) P: ? C: ? W: u8 (2x) Morph: 4 (12b)
NASCAR® v1.17.1 2024-08-19 VTYPE with morph used: THRU=0 TC=0 COL=2 POS=0 NRM=0 WT=1 NW=2 IDX=0 MC=4
NASCAR® v1.17.1 2024-08-18 Unknown GE command : 39ce18fd
NASCAR® v1.17.1 2024-08-18 Vertices without position found: (07290034) P: ? N: s8 C: 5551 Morph: 3 (24b)
NASCAR® v1.17.1 2024-08-18 VTYPE with morph used: THRU=0 TC=0 COL=5 POS=0 NRM=1 WT=0 NW=5 IDX=0 MC=3
NASCAR® v1.17.1 2024-08-18 Unknown GE command : 3973433c
NASCAR® v1.17.1 2024-08-18 Vertices without position found: (1220e02e) P: ? N: s8 C: ? T: u16 (6b)
NASCAR® v1.17.1 2024-08-18 Vertices without position found: (0420e02e) P: ? N: s8 C: ? T: u16 (6b)
NASCAR® v1.17.1 2024-08-16 Unknown GE command : 3956c8d0
NASCAR® v1.17.1 2024-08-16 Vertices without position found: (04b4a401) P: ? T: u8 W: u16 (3x) Morph: 6 (through) (72b)
NASCAR® v1.17.1 2024-08-16 VTYPE with morph used: THRU=0 TC=2 COL=2 POS=2 NRM=1 WT=1 NW=8 IDX=0 MC=4
NASCAR® v1.12.3 2024-08-15 Unknown GetPointer 00000002 PC 08a29cc4 LR 08a29e30