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Game title |
Version |
Latest Report |
Message |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-03-30 |
__KernelStopThread: thread 1915 does not exist (helper deleted) |
Yu-Gi-Oh! GX Tag Force |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1526,100-0,99 / 1440,720 |
Yu-Gi-Oh! GX Tag Force |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1640,100-0,99 / 1440,720 |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-03-13 |
__KernelStopThread: thread 1779 does not exist (helper deleted) |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-03-10 |
__KernelStopThread: thread 1070 does not exist (helper deleted) |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-03-08 |
__KernelStopThread: thread 631 does not exist (helper deleted) |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-03-07 |
__KernelStopThread: thread 1351 does not exist (helper deleted) |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-03-01 |
__KernelStopThread: thread 4127 does not exist (helper deleted) |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-02-24 |
__KernelStopThread: thread 2439 does not exist (helper deleted) |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-02-24 |
__KernelStopThread: thread 1864 does not exist (helper deleted) |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-02-24 |
__KernelStopThread: thread 978 does not exist (helper deleted) |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-02-24 |
__KernelStopThread: thread 666 does not exist (helper deleted) |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-02-24 |
__KernelStopThread: thread 3664 does not exist (helper deleted) |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-01-23 |
Unknown GetPointerWrite 90bcbeb0 PC 088337b0 LR 0882f994 |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-01-22 |
80630011=sceAtracSetDataAndGetID(08d48e04, 00000000): buffer too small |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-01-14 |
__KernelStopThread: thread 304 does not exist (helper deleted) |
Yu-Gi-Oh! GX Tag Force |
v1.6.3 |
2023-01-11 |
sceDmacMemcpy(dest=04088000, src=094c8180, size=557056): overlapping read |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-02-23 |
__KernelStopThread: thread 306 does not exist (helper deleted) |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-01-14 |
__KernelStopThread: thread 3125 does not exist (helper deleted) |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-03-01 |
__KernelStopThread: thread 299 does not exist (helper deleted) |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-01-06 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:123: 'comp' : redefinition
ERROR: 0:124: 'type' : redefinition
ERROR: 0:172: 'comp' : redefinition
ERROR: 0:173: 'type' : redefinition
ERROR: 0:221: 'comp' : redefinition
ERROR: 0:222: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b21 HWX T N LM Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b21 HWX T N LM Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + v |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-01-06 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:127: 'comp' : redefinition
ERROR: 0:128: 'type' : redefinition
ERROR: 0:176: 'comp' : redefinition
ERROR: 0:177: 'type' : redefinition
ERROR: 0:225: 'comp' : redefinition
ERROR: 0:226: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-01-06 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:124: 'comp' : redefinition
ERROR: 0:125: 'type' : redefinition
ERROR: 0:173: 'comp' : redefinition
ERROR: 0:174: 'type' : redefinition
ERROR: 0:222: 'comp' : redefinition
ERROR: 0:223: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b29 HWX C T N LM Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b29 HWX C T N LM Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
|
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-01-06 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:125: 'comp' : redefinition
ERROR: 0:126: 'type' : redefinition
ERROR: 0:174: 'comp' : redefinition
ERROR: 0:175: 'type' : redefinition
ERROR: 0:223: 'comp' : redefinition
ERROR: 0:224: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000931 HWX T LM Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000931 HWX T LM Tex Light: LightUberShader Cull
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
|
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-01-06 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:122: 'comp' : redefinition
ERROR: 0:123: 'type' : redefinition
ERROR: 0:171: 'comp' : redefinition
ERROR: 0:172: 'type' : redefinition
ERROR: 0:220: 'comp' : redefinition
ERROR: 0:221: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000121 HWX LM Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000121 HWX LM Light: LightUberShader Cull
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worl |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-03-12 |
__KernelStopThread: thread 295 does not exist (helper deleted) |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-01-09 |
__KernelStopThread: thread 1081 does not exist (helper deleted) |
Yu-Gi-Oh! GX Tag Force |
v1.12.3 |
2023-01-03 |
MIPSCompileOp: Invalid instruction 00000041 |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-03-18 |
__KernelStopThread: thread 280 does not exist (helper deleted) |
Yu-Gi-Oh! GX Tag Force |
v1.14.1 |
2022-12-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2 |
Yu-Gi-Oh! GX Tag Force |
v1.14.1 |
2022-12-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1 |
Yu-Gi-Oh! GX Tag Force |
v1.14.4-284-g473da82e8 |
2023-04-01 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
Yu-Gi-Oh! GX Tag Force |
v1.12.3 |
2022-08-21 |
Failed to truncate file. |
Yu-Gi-Oh! GX Tag Force |
v1.12.3 |
2022-08-08 |
Error in shader compilation: info: Compile failed.
00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 >
#version 130
// Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D testtex;
in lowp 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 = p * t;
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-03-31 |
sceNetAdhocMatchingInit(32768) at 088685ac |
Yu-Gi-Oh! GX Tag Force |
v1.12.3 |
2022-07-02 |
WriteToHardware: Invalid address 0a17d192 near PC 08833abc LR 08833ab8 |
Yu-Gi-Oh! GX Tag Force |
v1.12.3 |
2022-07-02 |
ReadFromHardware: Invalid address 0a17d192 near PC 08811308 LR 08833a98 |
Yu-Gi-Oh! GX Tag Force |
v1.12.3 |
2022-07-02 |
ReadFromHardware: Invalid address b452068a near PC 0882fa78 LR 0882f994 |
Yu-Gi-Oh! GX Tag Force |
v1.10.3 |
2022-05-03 |
WriteToHardware: Invalid address ffffffff near PC 0884edf0 LR 0884edf0 |
Yu-Gi-Oh! GX Tag Force |
v1.14.4-244-g40abcdb68 |
2023-04-01 |
Drawing region rate add non-zero: 0164, 0100 of 017b, 010f |
Yu-Gi-Oh! GX Tag Force |
v1.12.3 |
2022-04-04 |
ReadFromHardware: Invalid address 908a0f2b near PC 908a0f2b LR 908a0f2b |
Yu-Gi-Oh! GX Tag Force |
v1.11.3 |
2022-01-24 |
Unknown GE command : fb3cd46c |
Yu-Gi-Oh! GX Tag Force |
v1.12.3 |
2021-12-10 |
WriteToHardware: Invalid address 4c2fc67b near PC 08c01b9c LR 08b004bc |
Yu-Gi-Oh! GX Tag Force |
v1.12.3 |
2021-12-10 |
ReadFromHardware: Invalid address 70073c0c near PC 08c01b30 LR 08b004bc |
Yu-Gi-Oh! GX Tag Force |
v1.12.3 |
2021-12-10 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146303584 |
Yu-Gi-Oh! GX Tag Force |
v1.12.3 |
2021-12-10 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146805524 |
Yu-Gi-Oh! GX Tag Force |
v1.12.3 |
2021-12-10 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 464 |
Yu-Gi-Oh! GX Tag Force |
v1.12.3 |
2021-12-10 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 408 |
Yu-Gi-Oh! GX Tag Force |
v1.11.3 |
2021-12-05 |
ReadFromHardware: Invalid address 405eca9b near PC 08834e14 LR 08835494 |
Yu-Gi-Oh! GX Tag Force |
v1.12.3 |
2021-11-25 |
Jump to invalid address: 0e9c3e9c PC 09e44b44 LR 09e64198 |
Yu-Gi-Oh! GX Tag Force |
v1.10.3-1192-g575ae376a |
2021-11-21 |
Error in shader compilation: info: Fragment shader compilation failed.
WARNING: 0 Empty shader. No code generated.
thin3d
|
Yu-Gi-Oh! GX Tag Force |
v1.11.3 |
2022-05-17 |
ReadFromHardware: Invalid address 00000300 near PC 00000300 LR 00000300 |
Yu-Gi-Oh! GX Tag Force |
v1.11.3 |
2021-08-07 |
Unknown GetPointer 00000000 PC 088051d8 LR 088051d8 |
Yu-Gi-Oh! GX Tag Force |
v1.11.3 |
2021-07-28 |
Jump to invalid address: 0fe03e9c |
Yu-Gi-Oh! GX Tag Force |
v1.11.3 |
2021-07-18 |
Branch in RSRTComp delay slot at 09e44b40 in block starting at 09e44b20 |
Yu-Gi-Oh! GX Tag Force |
v1.11.3 |
2021-07-18 |
Branch in RSRTComp delay slot at 09e44b40 in block starting at 09e44b18 |
Yu-Gi-Oh! GX Tag Force |
v1.11.3 |
2021-07-04 |
Unknown GetPointer 000004d7 PC 0880e140 LR 0880e140 |
Yu-Gi-Oh! GX Tag Force |
v1.11.3 |
2021-06-11 |
Unknown GE command : efbb5444 |
Yu-Gi-Oh! GX Tag Force |
v1.12.3 |
2021-12-10 |
BREAK instruction hit |
Yu-Gi-Oh! GX Tag Force |
v1.11.3 |
2021-06-07 |
Savedata version requested on save: 3 |
Yu-Gi-Oh! GX Tag Force |
v1.11.3 |
2021-06-02 |
Unknown GetPointer 0a1349a0 PC 088337b0 LR 0882f994 |
Yu-Gi-Oh! GX Tag Force |
v1.11.3-683-gbac74b43d |
2021-07-18 |
Branch in RSRTComp delay slot at 09e44b40 in block starting at 09e40000 |
Yu-Gi-Oh! GX Tag Force |
v1.11.3-683-gbac74b43d |
2021-05-20 |
WriteToHardware: Invalid address 00020198 near PC 0885b468 LR 0885afa0 |
Yu-Gi-Oh! GX Tag Force |
v1.11.3-683-gbac74b43d |
2021-05-20 |
ReadFromHardware: Invalid address 00020198 near PC 0885b3c4 LR 0885afa0 |
Yu-Gi-Oh! GX Tag Force |
v1.10.3 |
2021-04-21 |
Unimplemented HLE function sceNetApctlGetState |
Yu-Gi-Oh! GX Tag Force |
v1.11.3 |
2021-03-28 |
ReadFromHardware: Invalid address fff0fff0 near PC fff0fff0 LR fff0fff0 |
Yu-Gi-Oh! GX Tag Force |
v1.11.2 |
2021-03-04 |
Unknown GetPointer 0a1b3a30 PC 088337b0 LR 0882f994 |
Yu-Gi-Oh! GX Tag Force |
v1.8.0 |
2021-03-02 |
Branch in RSRTComp delay slot at 09e44b90 in block starting at 09e44b90 |
Yu-Gi-Oh! GX Tag Force |
v1.11.2 |
2021-03-01 |
Branch in RSRTComp delay slot at 09e44b44 in block starting at 09e44b20 |
Yu-Gi-Oh! GX Tag Force |
v1.11.2 |
2021-03-01 |
Branch in RSRTComp delay slot at 09e44b44 in block starting at 09e44b18 |
Yu-Gi-Oh! GX Tag Force |
v1.11.3 |
2023-03-20 |
Savedata version requested: 3 |
Yu-Gi-Oh! GX Tag Force |
v1.10.3 |
2020-12-19 |
sceDmacMemcpy(dest=04110000, src=09460680, size=557056): overlapping read |
Yu-Gi-Oh! GX Tag Force |
v1.10.3 |
2020-12-03 |
sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2 |
Yu-Gi-Oh! GX Tag Force |
v1.10.3 |
2020-12-03 |
sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1 |
Yu-Gi-Oh! GX Tag Force |
v1.10.3 |
2020-12-03 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2 |
Yu-Gi-Oh! GX Tag Force |
v1.10.3 |
2020-12-03 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1 |
Yu-Gi-Oh! GX Tag Force |
v1.10.3 |
2020-11-25 |
80630006=sceAtracSetDataAndGetID(08c74e02, fffffe75): invalid RIFF header |
Yu-Gi-Oh! GX Tag Force |
v1.10.3 |
2020-11-18 |
sceDmacMemcpy(dest=04110000, src=094e8680, size=557056): overlapping read |
Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-03-24 |
80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first |
Yu-Gi-Oh! GX Tag Force |
v1.10.3 |
2020-09-13 |
80020190=sceNetAdhocInit(): out of memory, 00001000 stack requested |
Yu-Gi-Oh! GX Tag Force |
v1.10.3 |
2020-08-19 |
Render to area containing texture at 041c1700 +0x18 |
Yu-Gi-Oh! GX Tag Force |
v1.10.3 |
2020-08-19 |
Ignoring possible render to texture at 041a2d00 +0x140 / 256x272 |
Yu-Gi-Oh! GX Tag Force |
v1.10.3 |
2020-08-19 |
Ignoring func export scePsmfPlayer/f8ef08a6, already implemented in HLE. |
Yu-Gi-Oh! GX Tag Force |
v1.10.3 |
2020-08-19 |
Ignoring func export scePsmfPlayer/f3efaa91, already implemented in HLE. |
Yu-Gi-Oh! GX Tag Force |
v1.10.3 |
2020-08-19 |
Ignoring func export scePsmfPlayer/e792cd94, already implemented in HLE. |
Yu-Gi-Oh! GX Tag Force |
v1.4.1 |
2020-07-13 |
sceDmacMemcpy(dest=04110000, src=094e8680, size=557056): overlapping read |
Yu-Gi-Oh! GX Tag Force |
v1.10.1 |
2020-07-04 |
80630011=sceAtracSetDataAndGetID(08d8be04, 00000000): buffer too small |
Yu-Gi-Oh! GX Tag Force |
v1.9.4 |
2020-06-08 |
Branch in RSRTComp delay slot at 09e44b64 in block starting at 09e44b64 |
Yu-Gi-Oh! GX Tag Force |
v1.9.3 |
2022-10-23 |
Failed to allocate memory for ELF! |
Yu-Gi-Oh! GX Tag Force |
v1.9.4 |
2022-12-12 |
80630011=sceAtracSetDataAndGetID(08c74e04, 00000000): buffer too small |
Yu-Gi-Oh! GX Tag Force |
v1.4.2 |
2020-10-09 |
Wrong magic number 00000000 |
Yu-Gi-Oh! GX Tag Force |
v1.5.4-955-g3f7602227 |
2019-12-26 |
80630011=sceAtracSetDataAndGetID(08d2d604, 00000000): buffer too small |
Yu-Gi-Oh! GX Tag Force |
v1.5.4-955-g3f7602227 |
2019-12-19 |
80630011=sceAtracSetDataAndGetID(08d2f604, 00000000): buffer too small |
Yu-Gi-Oh! GX Tag Force |
v1.5.4-955-g3f7602227 |
2019-12-19 |
80630011=sceAtracSetDataAndGetID(08d2f5c4, 00000000): buffer too small |
Yu-Gi-Oh! GX Tag Force |
v1.5.4-955-g3f7602227 |
2019-12-19 |
80630011=sceAtracSetDataAndGetID(08d3de04, 00000000): buffer too small |
Yu-Gi-Oh! GX Tag Force |
v1.8.0 |
2019-12-10 |
Branch in RSRTComp delay slot at 09e44b50 in block starting at 09e44b4c |
Yu-Gi-Oh! GX Tag Force |
v1.8.0 |
2019-12-10 |
Branch in RSRTComp delay slot at 09e44b58 in block starting at 09e44b58 |
Yu-Gi-Oh! GX Tag Force |
v1.9.3-142-g1439421fa |
2019-12-05 |
Jump to invalid address: 0792b6c0 PC 09e4ae64 LR 09e64198 |
Yu-Gi-Oh! GX Tag Force |
v1.9.3-142-g1439421fa |
2019-12-05 |
Jump to invalid address: 0792bc40 PC 09e4ae60 LR 09e64198 |
Yu-Gi-Oh! GX Tag Force |
v1.9.3-142-g1439421fa |
2019-12-05 |
Jump to invalid address: 0792b400 PC 09e4adb4 LR 09e64198 |