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Game title |
Version |
Latest Report |
Message |
Los Simpson™ El Videojuego |
v1.13.1-438-g15f51c306 |
2023-03-19 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16):
[DEPTH seq:1 C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [DEPTH seq:0 C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false] |
Los Simpson™ El Videojuego |
v1.13.1-438-g15f51c306 |
2023-03-19 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16):
[DEPTH seq:31 C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [DEPTH seq:0 C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false] |
Los Simpson™ El Videojuego |
v1.13.1-438-g15f51c306 |
2023-03-19 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16):
[DEPTH seq:57 C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [DEPTH seq:0 C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false] |
Los Simpson™ El Videojuego |
v1.13.1-438-g15f51c306 |
2023-03-19 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16):
[DEPTH seq:35 C:04088000/512 Z:04110000/512 X:0 Y:0 reint: false] [DEPTH seq:0 C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false] |
Los Simpson™ El Videojuego |
v1.14.1 |
2023-03-19 |
Unimplemented HLE function sceKernelStopUnloadSelfModule |
Los Simpson™ El Videojuego |
v1.14.2 |
2023-03-16 |
UI scissor out of bounds in GameSettingsScreen: 270,0-1320,721 / 1600,720 |
Los Simpson™ El Videojuego |
v1.14.2 |
2023-03-16 |
UI scissor out of bounds in MainScreen: 46,0-1213,721 / 1600,720 |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-03-09 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-03-02 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09fff610, 4, 00000000, 0) |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-03-02 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5b0, pos=0, access=1, data=1, text=1 |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-03-02 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffdeec, pos=0, access=1, data=2, text=2 |
Los Simpson™ El Videojuego |
v1.14.2 |
2023-01-17 |
UI scissor out of bounds in GameSettingsScreen: 0,68-720,1134 / 1280,720 |
Los Simpson™ El Videojuego |
v1.14.2 |
2023-01-17 |
UI scissor out of bounds in GameSettingsScreen: 223,0-1047,720 / 720,1280 |
Los Simpson™ El Videojuego |
v1.14.2 |
2023-01-17 |
UI scissor out of bounds in GameSettingsScreen: 223,0-1046,720 / 1203,720 |
Los Simpson™ El Videojuego |
v1.14.2 |
2023-01-16 |
UI scissor out of bounds in GameSettingsScreen: 134,0-503,272 / 604,272 |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-15 |
MIPSCompileOp: Invalid instruction 00000b3d |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-15 |
Jump to invalid address: 03691a40 |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-06 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2 |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
0(74) : warning C7050: "distance" might be used before being initialized
fs: 00184000:0000d022 Tex TexAlpha Flat TFuncMod AlphaTest >
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:0000d022 Tex TexAlpha Flat TFuncMod AlphaTest >
uniform sampler2D tex;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
fragColor0 = v;
}
vs: 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull
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 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 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_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 l |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
fs: 00184000:01000002 Tex Flat StenToAlpha StenUniform TFuncMod
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:01000002 Tex Flat StenToAlpha StenUniform TFuncMod
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
in lowp vec4 v_color0;
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 = vec4(t.rgb * p.rgb, p.a);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 40000000:00000930 HWX T Tex Flat Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40000000:00000930 HWX T Tex Flat Cull
in vec3 position;
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_depthRange;
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;
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;
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;
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_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
fs: 00194000:0000d022 Tex TexAlpha Flat TFuncMod AlphaTest > TestDiscardToZero
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00194000:0000d022 Tex TexAlpha Flat TFuncMod AlphaTest > TestDiscardToZero
uniform sampler2D tex;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) v.a = 0.0;
fragColor0 = v;
}
vs: 40000000:00000938 HWX C T Tex Flat Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40000000:00000938 HWX C T Tex Flat Cull
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 vec2 u_fogcoef;
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;
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;
v_color0 = color0;
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;
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_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
fs: 00184000:0000d022 Tex TexAlpha Flat TFuncMod AlphaTest >
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:0000d022 Tex TexAlpha Flat TFuncMod AlphaTest >
uniform sampler2D tex;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
fragColor0 = v;
}
vs: 40000000:00000938 HWX C T Tex Flat Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40000000:00000938 HWX C T Tex Flat Cull
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 vec2 u_fogcoef;
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;
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;
v_color0 = color0;
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;
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_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
0(74) : warning C7050: "distance" might be used before being initialized
fs: 00184000:01000002 Tex Flat StenToAlpha StenUniform TFuncMod
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:01000002 Tex Flat StenToAlpha StenUniform TFuncMod
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
in lowp vec4 v_color0;
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 = vec4(t.rgb * p.rgb, p.a);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull
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 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 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_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 (( |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
0(71) : warning C7050: "distance" might be used before being initialized
fs: 00180000:0100d000 StenToAlpha StenUniform AlphaTest >
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0100d000 StenToAlpha StenUniform AlphaTest >
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
uniform float u_stencilReplaceValue;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 01000000:80000928 HWX C T Light: LightUberShader Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000928 HWX C T Light: LightUberShader Cull
in vec3 position;
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 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_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 |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
0(74) : warning C7050: "distance" might be used before being initialized
fs: 00184000:00000002 Tex Flat TFuncMod
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:00000002 Tex Flat TFuncMod
uniform sampler2D tex;
in lowp vec4 v_color0;
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 = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
vs: 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull
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 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 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_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 >> |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
0(74) : warning C7050: "distance" might be used before being initialized
fs: 00184000:0000002e Tex TexAlpha Flat TFuncRepl
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:0000002e Tex TexAlpha Flat TFuncRepl
uniform sampler2D tex;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 v = t;
fragColor0 = v;
}
vs: 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull
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 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 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_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 (t |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
0(71) : warning C7050: "distance" might be used before being initialized
fs: 00184000:05000000 Flat StenToAlpha Sten0
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:05000000 Flat StenToAlpha Sten0
in lowp vec4 v_color0;
in mediump float v_fogdepth;
out vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
fragColor0 = vec4(v.rgb, 0.0);
}
vs: 41000000:80000928 HWX C T Light: LightUberShader Flat Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 41000000:80000928 HWX C T Light: LightUberShader Flat Cull
in vec3 position;
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 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_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;
} |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
0(75) : warning C7050: "distance" might be used before being initialized
fs: 00184000:0100002e Tex TexAlpha Flat StenToAlpha StenUniform TFuncRepl
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:0100002e Tex TexAlpha Flat StenToAlpha StenUniform TFuncRepl
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 v = t;
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 41000000:80000b38 HWX C T N Tex Light: LightUberShader Flat Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 41000000:80000b38 HWX C T N Tex Light: LightUberShader Flat 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 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_l |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
0(75) : warning C7050: "distance" might be used before being initialized
fs: 00184000:05000002 Tex Flat StenToAlpha Sten0 TFuncMod
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:05000002 Tex Flat StenToAlpha Sten0 TFuncMod
uniform sampler2D tex;
in lowp vec4 v_color0;
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 = vec4(t.rgb * p.rgb, p.a);
fragColor0 = vec4(v.rgb, 0.0);
}
vs: 41000000:80000b38 HWX C T N Tex Light: LightUberShader Flat Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 41000000:80000b38 HWX C T N Tex Light: LightUberShader Flat 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 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 |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
0(74) : warning C7050: "distance" might be used before being initialized
fs: 00184000:0100002e Tex TexAlpha Flat StenToAlpha StenUniform TFuncRepl
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:0100002e Tex TexAlpha Flat StenToAlpha StenUniform TFuncRepl
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 v = t;
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull
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 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 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_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) != |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
0(74) : warning C7050: "distance" might be used before being initialized
fs: 00184000:05000002 Tex Flat StenToAlpha Sten0 TFuncMod
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:05000002 Tex Flat StenToAlpha Sten0 TFuncMod
uniform sampler2D tex;
in lowp vec4 v_color0;
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 = vec4(t.rgb * p.rgb, p.a);
fragColor0 = vec4(v.rgb, 0.0);
}
vs: 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull
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 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 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_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 >> |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
fs: 00180000:01000002 Tex StenToAlpha StenUniform TFuncMod
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:01000002 Tex StenToAlpha StenUniform TFuncMod
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
in lowp vec4 v_color0;
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 = vec4(t.rgb * p.rgb, p.a);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 00000000:00000930 HWX T Tex Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000930 HWX T Tex Cull
in vec3 position;
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_depthRange;
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;
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;
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;
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_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
Los Simpson™ El Videojuego |
v1.14.2 |
2023-01-04 |
UI scissor out of bounds in GameSettingsScreen: 238,0-1311,721 / 1560,720 |
Los Simpson™ El Videojuego |
v1.12.2 |
2023-01-04 |
80630006=sceAtracSetDataAndGetID(08cf2030, 00001000): invalid RIFF header |
Los Simpson™ El Videojuego |
v1.14.2 |
2022-12-31 |
sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=1, text=1 |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-03-24 |
DEPTH16 depal unsupported: shift=7 mask=fe offset=0 |
Los Simpson™ El Videojuego |
v1.14.1 |
2022-12-27 |
sceKernelLoadModule: unsupported options size=00000014, flags=08cacd90, pos=0, access=1, data=2, text=2 |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-12-16 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3328, pos=0, access=1, data=1, text=1 |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-11-28 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=2, text=2 |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-11-28 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=1, text=1 |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-11-18 |
80630006=sceAtracSetDataAndGetID(08d06c70, 00001000): invalid RIFF header |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-03-02 |
sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006 |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-11-05 |
sceKernelLoadModule: unsupported options size=00000014, flags=08cacbd0, pos=0, access=1, data=2, text=2 |
Los Simpson™ El Videojuego |
v1.14.1 |
2022-12-27 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=1, text=1 |
Los Simpson™ El Videojuego |
v1.12.3 |
2022-10-30 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=1, text=1 |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-10-27 |
MIPSCompileOp: Invalid instruction 41308910 |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-10-27 |
MIPSCompileOp: Invalid instruction 42a58aeb |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-10-27 |
MIPSCompileOp: Invalid instruction 40f003e0 |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-10-27 |
MIPSCompileOp: Invalid instruction 000021ba |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-10-27 |
Jump to invalid address: 05db1180 |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-10-27 |
MIPSCompileOp: Invalid instruction 420044e1 |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-10-27 |
MIPSCompileOp: Invalid instruction 41bc2b15 |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-10-27 |
MIPSCompileOp: Invalid instruction 00000005 |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-10-27 |
MIPSCompileOp: Invalid instruction 4109e5bd |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-10-27 |
MIPSCompileOp: Invalid instruction 420ffaec |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-10-27 |
Jump to invalid address: 0583ff40 |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-10-27 |
MIPSCompileOp: Invalid instruction 03fe0005 |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-10-27 |
MIPSCompileOp: Invalid instruction 000021be |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-10-27 |
Jump to invalid address: 02a725a0 |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-10-27 |
Jump to invalid address: 05824880 |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-10-27 |
MIPSCompileOp: Invalid instruction 000021fa |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-10-27 |
Jump to invalid address: 03728140 |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-10-27 |
Jump to invalid address: 0581bcc0 |
Los Simpson™ El Videojuego |
v1.13.1-438-g15f51c306 |
2022-09-09 |
GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16):
[DEPTH seq:27 C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [DEPTH seq:93 C:04088000/512 Z:04110000/512 X:0 Y:0 reint: false] [DEPTH seq:0 C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false] |
Los Simpson™ El Videojuego |
v1.13.1 |
2022-09-06 |
UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed |
Los Simpson™ El Videojuego |
v1.13.1-453-gfc81b76b9 |
2023-03-19 |
GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16):
[DEPTH seq:107 C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [DEPTH seq:105 C:04088000/512 Z:04110000/512 X:0 Y:0 reint: false] [DEPTH seq:0 C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false] |
Los Simpson™ El Videojuego |
v1.12.3 |
2022-08-31 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01513DATA/3RDINS.BIN, 09f755b0, 00000002) |
Los Simpson™ El Videojuego |
v1.12.3 |
2022-08-31 |
sceIoChstat: change attr to 0000 requested |
Los Simpson™ El Videojuego |
v1.13.1 |
2022-08-29 |
scePsmfPlayerChangePlayMode(0936ffbc, 0, 0): play speed not changed |
Los Simpson™ El Videojuego |
v1.10.3 |
2022-08-21 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000137, pos=0, access=1, data=2, text=2 |
Los Simpson™ El Videojuego |
v1.13.2 |
2023-01-13 |
GetFramebufferCandidates(DEPTH): Multiple (3) candidate framebuffers. First will be chosen. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16):
[C:04088000/512 Z:04110000/512 X:0 Y:0 reint: false] [C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false] |
Los Simpson™ El Videojuego |
v1.13.2 |
2023-02-13 |
GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16):
[C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false] |
Los Simpson™ El Videojuego |
v1.12.2 |
2022-08-11 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508176 |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-11-05 |
GetFramebufferCandidates(DEPTH): Multiple (3) candidate framebuffers. First will be chosen. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16):
[C:04088000/512 Z:04110000/512 X:0 Y:0 reint: false] [C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false] [C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] |
Los Simpson™ El Videojuego |
v1.13.2 |
2022-11-30 |
GetFramebufferCandidates(DEPTH): Multiple (3) candidate framebuffers. First will be chosen. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16):
[C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false] [C:04088000/512 Z:04110000/512 X:0 Y:0 reint: false] |
Los Simpson™ El Videojuego |
v1.13.2 |
2023-02-26 |
GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16):
[C:04088000/512 Z:04110000/512 X:0 Y:0 reint: false] [C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false] |
Los Simpson™ El Videojuego |
v1.12.1 |
2022-07-28 |
Jump to invalid address: 03695a00 PC 08da49c0 LR 0897590c |
Los Simpson™ El Videojuego |
v1.12.3 |
2022-07-28 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc6500, pos=0, access=1, data=2, text=2 |
Los Simpson™ El Videojuego |
v1.13.2 |
2023-03-26 |
GetFramebufferCandidates(DEPTH): Multiple (3) candidate framebuffers. First will be chosen. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16):
[C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [C:04088000/512 Z:04110000/512 X:0 Y:0 reint: false] [C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false] |
Los Simpson™ El Videojuego |
v1.12.3 |
2022-07-21 |
Jump to invalid address: 07dd3f80 |
Los Simpson™ El Videojuego |
v1.12.3 |
2022-07-21 |
Jump to invalid address: 038bcde0 |
Los Simpson™ El Videojuego |
v1.12.3 |
2022-07-21 |
Jump to invalid address: 038bcd7c |
Los Simpson™ El Videojuego |
v1.12.3 |
2022-07-21 |
Jump to invalid address: 038bcd60 |
Los Simpson™ El Videojuego |
v1.12.3 |
2022-07-18 |
Jump to invalid address: 05684460 |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-03-02 |
Unimplemented HLE function Kprintf |
Los Simpson™ El Videojuego |
v1.12.3 |
2022-07-02 |
Unimplemented HLE function sceIoAddDrv |
Los Simpson™ El Videojuego |
v1.12.3 |
2022-06-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=0 |
Los Simpson™ El Videojuego |
v1.12.3 |
2022-06-24 |
MFIC instruction hit (70020024) at 08224940 |
Los Simpson™ El Videojuego |
v1.12.3 |
2022-06-24 |
Unimplemented HLE function sceKernelDcacheWritebackAll |
Los Simpson™ El Videojuego |
v1.12.3 |
2022-06-09 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=ffffabcd, pos=0, access=1, data=2, text=2 |
Los Simpson™ El Videojuego |
v1.12.3-1158-g287dd66f2 |
2022-05-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=2, text=2 |
Los Simpson™ El Videojuego |
v1.12.3-1158-g287dd66f2 |
2022-05-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=1, text=1 |
Los Simpson™ El Videojuego |
v1.12.3-1158-g287dd66f2 |
2022-05-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=2, text=2 |
Los Simpson™ El Videojuego |
v1.12.3-1158-g287dd66f2 |
2022-05-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=1, text=1 |
Los Simpson™ El Videojuego |
v1.12.3 |
2022-05-12 |
GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 041c3b00 offset: 0 (512x512 stride 256, 565) |
Los Simpson™ El Videojuego |
v1.12.3 |
2022-05-12 |
Ignoring possible texturing from framebuffer at 041a2d00 +0x140 / 256x272 |
Los Simpson™ El Videojuego |
v1.12.3 |
2022-05-12 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000130, pos=1, access=1, data=2, text=2 |
Los Simpson™ El Videojuego |
v1.12.3 |
2022-04-13 |
80630006=sceAtracSetDataAndGetID(08a909c0, 80020323): invalid RIFF header |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-03-09 |
Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272 |
Los Simpson™ El Videojuego |
v1.12.3 |
2022-04-05 |
80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header |