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Game title |
Version |
Latest Report |
Message |
LEGO® Indiana Jones™: TOA |
v1.10.3-1550-g5d8b2ef50 |
2021-02-07 |
Unknown GetPointer 00000000 PC 00000001 LR 00000001 |
LEGO® Indiana Jones™: TOA |
v1.10.3 |
2020-11-13 |
Render to area containing texture at 04088000 +0x51 |
LEGO® Indiana Jones™: TOA |
v1.10.3 |
2020-10-15 |
Render to area containing texture at 04088000 +0x14 |
LEGO® Indiana Jones™: TOA |
v1.10.3 |
2020-10-06 |
ReadFromHardware: Invalid address 00000040 near PC 0894e4e0 LR 0894e6d0 |
LEGO® Indiana Jones™: TOA |
v1.10.3 |
2020-10-02 |
BJUMP to illegal address 00d9bdc4 - ignoring! data=d9bdc4 |
LEGO® Indiana Jones™: TOA |
v1.10.3 |
2020-10-02 |
Unknown GE command : 39094430 |
LEGO® Indiana Jones™: TOA |
v1.10.3 |
2020-08-19 |
WriteToHardware: Invalid address 0a000000 near PC 0896a04c LR 0896a010 |
LEGO® Indiana Jones™: TOA |
v1.10.3 |
2020-08-19 |
ReadFromHardware: Invalid address 005b7a48 near PC 0894f944 LR 0894f94c |
LEGO® Indiana Jones™: TOA |
v1.9.3-80-g73bf6098e |
2020-08-17 |
__KernelStopThread: thread 275 does not exist |
LEGO® Indiana Jones™: TOA |
v1.9.3-80-g73bf6098e |
2020-08-17 |
__KernelStopThread: thread 288 does not exist |
LEGO® Indiana Jones™: TOA |
v1.10.3 |
2020-08-09 |
Render to area containing texture at 04162000 +256x0 |
LEGO® Indiana Jones™: TOA |
v1.10.3 |
2020-08-09 |
Rendering to framebuffer offset: 04162000 +256x0 |
LEGO® Indiana Jones™: TOA |
v1.9.0 |
2021-02-27 |
WriteToHardware: Invalid address 00000000 near PC 08000000 LR 08000000 |
LEGO® Indiana Jones™: TOA |
v1.9.0 |
2021-02-27 |
ReadFromHardware: Invalid address 1132e710 near PC 08000000 LR 08000000 |
LEGO® Indiana Jones™: TOA |
v1.9.0 |
2020-08-04 |
WriteToHardware: Invalid address 00000000 near PC 08a5a3a4 LR 08a016e8 |
LEGO® Indiana Jones™: TOA |
v1.9.0 |
2020-08-04 |
ReadFromHardware: Invalid address 1132e710 near PC 08a5a3a4 LR 08a016e8 |
LEGO® Indiana Jones™: TOA |
v1.6.3-492-g9fddfff66 |
2020-07-17 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00800022 Tex TexAlpha 2x TFuncMod
#version 300 es
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
fragColor0 = v;
}
vs: 00000000:00000012 THR Tex
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = u_proj_through * vec4(position.xyz, 1.0);
gl_Position = outPos;
}
|
LEGO® Indiana Jones™: TOA |
v1.6.3-492-g9fddfff66 |
2020-07-17 |
Error in shader program link: info: (unknown reason)
fs: 00000000:008000a2 Tex TexAlpha 2x TClamp TFuncMod
#version 300 es
precision lowp float;
uniform sampler2D tex;
uniform vec4 u_texclamp;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec2 fixedcoord = vec2(mod(v_texcoord.x, u_texclamp.x), mod(v_texcoord.y, u_texclamp.y));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
fragColor0 = v;
}
vs: 00000000:00000012 THR Tex
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = u_proj_through * vec4(position.xyz, 1.0);
gl_Position = outPos;
}
|
LEGO® Indiana Jones™: TOA |
v1.9.3 |
2020-06-05 |
Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link.
fs: 00000000:0520d000 Fog StenToAlpha Sten0 AlphaTest >
#version 110
#define lowp
#define mediump
#define highp
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
void main() {
vec4 v = v_color0 ;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
gl_FragColor = vec4(v.rgb, 0.0);
}
vs: 01700111:00000b04 HWX T N Fog Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0
#version 110
#define lowp
#define mediump
#define highp
attribute vec3 position;
attribute mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = vec4(u_cullRangeMax.w);
}
}
gl_Position = outPos;
}
|
LEGO® Indiana Jones™: TOA |
v1.9.3 |
2020-06-05 |
Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link.
fs: 00000000:0520d022 Tex TexAlpha Fog StenToAlpha Sten0 TFuncMod AlphaTest >
#version 110
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
gl_FragColor = vec4(v.rgb, 0.0);
}
vs: 01700111:00000b14 HWX T N Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0
#version 110
#define lowp
#define mediump
#define highp
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cull |
LEGO® Indiana Jones™: TOA |
v1.9.3 |
2020-06-05 |
Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link.
fs: 00000000:0000d000 AlphaTest >
#version 110
#define lowp
#define mediump
#define highp
uniform sampler2D testtex;
varying vec4 v_color0;
void main() {
vec4 v = v_color0 ;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
gl_FragColor = v;
}
vs: 01700111:00000b00 HWX T N Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0
#version 110
#define lowp
#define mediump
#define highp
attribute vec3 position;
attribute mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = vec4(u_cullRangeMax.w);
}
}
gl_Position = outPos;
}
|
LEGO® Indiana Jones™: TOA |
v1.9.3 |
2020-06-05 |
Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link.
fs: 00000000:0500d022 Tex TexAlpha StenToAlpha Sten0 TFuncMod AlphaTest >
#version 110
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
gl_FragColor = vec4(v.rgb, 0.0);
}
vs: 01700111:00000b10 HWX T N Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0
#version 110
#define lowp
#define mediump
#define highp
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = vec4(u_cullRangeMax.w);
}
}
gl_Position = outPos;
}
|
LEGO® Indiana Jones™: TOA |
v1.9.3 |
2020-06-05 |
Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link.
fs: 00000000:0500d000 StenToAlpha Sten0 AlphaTest >
#version 110
#define lowp
#define mediump
#define highp
uniform sampler2D testtex;
varying vec4 v_color0;
void main() {
vec4 v = v_color0 ;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
gl_FragColor = vec4(v.rgb, 0.0);
}
vs: 01700111:00000b00 HWX T N Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0
#version 110
#define lowp
#define mediump
#define highp
attribute vec3 position;
attribute mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = vec4(u_cullRangeMax.w);
}
}
gl_Position = outPos;
}
|
LEGO® Indiana Jones™: TOA |
v1.9.4 |
2020-03-21 |
Unknown GetPointer 00000000 PC 08804108 LR 08000030 |
LEGO® Indiana Jones™: TOA |
v1.9.4 |
2020-03-21 |
Video out requested, not supported: mode=0 size=0,0 |
LEGO® Indiana Jones™: TOA |
v1.9.3-80-g73bf6098e |
2020-02-17 |
__KernelStopThread: thread 355 does not exist |
LEGO® Indiana Jones™: TOA |
v1.9.3-80-g73bf6098e |
2020-02-17 |
__KernelStopThread: thread 418 does not exist |
LEGO® Indiana Jones™: TOA |
v1.9.4 |
2021-02-24 |
Unknown GetPointer 00000000 PC 08aea9d8 LR 0892a75c |
LEGO® Indiana Jones™: TOA |
v1.9.4 |
2021-02-05 |
Unknown GetPointer 00000000 PC 0891df30 LR 0892c6d0 |
LEGO® Indiana Jones™: TOA |
v1.9.4 |
2020-10-08 |
Unknown GetPointer 00000000 PC 08ae0b84 LR 08000030 |
LEGO® Indiana Jones™: TOA |
v1.8.0 |
2020-07-18 |
WriteToHardware: Invalid address 0000006c near PC 08000000 LR 08000000 |
LEGO® Indiana Jones™: TOA |
v1.8.0 |
2019-08-30 |
Savedata version requested: 3 |
LEGO® Indiana Jones™: TOA |
v1.8.0 |
2019-08-07 |
WriteToHardware: Invalid address 0000000c near PC 0898b3c4 LR 0898b368 |
LEGO® Indiana Jones™: TOA |
v1.8.0 |
2019-08-07 |
Unknown GetPointer 00000000 PC 08aea948 LR 0898b368 |
LEGO® Indiana Jones™: TOA |
v1.8.0 |
2019-08-07 |
ReadFromHardware: Invalid address 0000c790 near PC 0898b174 LR 0898b158 |
LEGO® Indiana Jones™: TOA |
v1.8.0 |
2019-08-07 |
ReadFromHardware: Invalid address 00000978 near PC 089270e8 LR 089b7830 |
LEGO® Indiana Jones™: TOA |
v1.8.0 |
2019-08-07 |
WriteToHardware: Invalid address 00000000 near PC 089271ec LR 08927168 |
LEGO® Indiana Jones™: TOA |
v1.8.0 |
2019-08-07 |
ReadFromHardware: Invalid address 0000091c near PC 08927120 LR 089b7830 |
LEGO® Indiana Jones™: TOA |
v1.8.0 |
2019-08-07 |
WriteToHardware: Invalid address 00000920 near PC 08927124 LR 089b7830 |
LEGO® Indiana Jones™: TOA |
v1.9.4 |
2021-03-01 |
Unknown GetPointer 00000000 PC 08961414 LR 08000020 |
LEGO® Indiana Jones™: TOA |
v1.9.4 |
2021-02-25 |
Unknown GetPointer 00000000 PC 08000000 LR 08000000 |
LEGO® Indiana Jones™: TOA |
v1.9.0 |
2020-11-30 |
WriteToHardware: Invalid address 00000000 near PC 0892c2ac LR 0892c2ac |
LEGO® Indiana Jones™: TOA |
v1.7.0 |
2020-08-19 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
LEGO® Indiana Jones™: TOA |
v1.9.4 |
2020-10-08 |
GL ran out of GPU memory; switching to low memory mode |
LEGO® Indiana Jones™: TOA |
v1.7.2 |
2018-11-03 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000 |
LEGO® Indiana Jones™: TOA |
v1.5.4 |
2018-05-07 |
Unexpected mpeg first timestamp: fffffffffff / 17592186044415 |
LEGO® Indiana Jones™: TOA |
v1.5.4 |
2018-02-15 |
ReadFromHardware: Invalid address 86ab76e1 near PC 86ab76e1 LR 86ab76e1 |
LEGO® Indiana Jones™: TOA |
v1.9.4 |
2020-10-28 |
Unknown GetPointer 00000000 PC 0898b310 LR 0898b368 |
LEGO® Indiana Jones™: TOA |
v1.4.2 |
2017-09-26 |
Unknown GE command : 03ff04de |
LEGO® Indiana Jones™: TOA |
v1.4.2 |
2017-08-20 |
WriteToHardware: Invalid address 00000000 near PC 08924a68 LR 08921884 |
LEGO® Indiana Jones™: TOA |
v1.4.2 |
2017-08-20 |
ReadFromHardware: Invalid address 1132e710 near PC 08924a68 LR 08921884 |
LEGO® Indiana Jones™: TOA |
v1.4-2-g648bc5d |
2020-08-13 |
Unknown GetPointer 0000a490 PC 0898b310 LR 0898b368 |
LEGO® Indiana Jones™: TOA |
v1.4-2-g648bc5d |
2017-04-04 |
Normal projection mapping without normal? |
LEGO® Indiana Jones™: TOA |
v1.9.4 |
2021-02-27 |
Render to texture with different formats 1 != 3 |