To see your stuff show here, enable Compatibility Server Reports in PPSSPP.
Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.
Game title |
Version |
Latest Report |
Message |
Split/Second Velocity |
v1.17.1 |
2024-11-20 |
sceDmacMemcpy(dest=04112000, src=090d42d0, size=88784): overlapping read |
Split/Second Velocity |
v1.17.1 |
2024-10-07 |
sceDmacMemcpy(dest=04112000, src=0955d510, size=88767): overlapping read |
Split/Second Velocity |
v1.17.1 |
2024-09-14 |
sceDmacMemcpy(dest=04112000, src=0964ff90, size=88762): overlapping read |
Split/Second Velocity |
v1.17.1 |
2024-09-14 |
sceDmacMemcpy(dest=04112000, src=095a0850, size=88774): overlapping read |
Split/Second Velocity |
v1.17.1 |
2024-09-13 |
sceDmacMemcpy(dest=04112000, src=09785fd0, size=88775): overlapping read |
Split/Second Velocity |
v1.17.1 |
2024-09-13 |
sceDmacMemcpy(dest=04112000, src=095a2d90, size=88774): overlapping read |
Split/Second Velocity |
v1.17.1 |
2024-12-13 |
sceDmacMemcpy(dest=04112000, src=09650610, size=88762): overlapping read |
Split/Second Velocity |
v1.10.3 |
2024-07-30 |
Render to area containing texture at 04044000 +0x61 |
Split/Second Velocity |
v1.17.1 |
2024-07-15 |
__KernelStopThread: thread 633 does not exist (helper deleted) |
Split/Second Velocity |
v1.17.1 |
2024-07-08 |
sceDmacMemcpy(dest=04112000, src=095a1510, size=88774): overlapping read |
Split/Second Velocity |
v1.17.1 |
2024-05-17 |
Game install with no files / data |
Split/Second Velocity |
v1.17.1-980-gabaea0197b |
2024-12-15 |
sceDmacMemcpy(dest=04112000, src=0955a610, size=88767): overlapping read |
Split/Second Velocity |
v1.18.1 |
2024-11-14 |
Can't draw: No current render step. Step count: 0 |
Split/Second Velocity |
v1.10.2 |
2023-12-11 |
Render to area containing texture at 04044000 +0x23 |
Split/Second Velocity |
v1.10.2 |
2023-12-10 |
Render to area containing texture at 04044000 +0x17 |
Split/Second Velocity |
v1.14.2 |
2023-11-07 |
Ignoring possible texturing from framebuffer at 041ac000 +0x64 / 256x128 |
Split/Second Velocity |
v1.12.3-1384-gaa495cab1 |
2023-10-10 |
Error in shader compilation: info: ERROR: 0:20: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 1 compilation errors. No code generated.
00000000:0000001a THR C Tex
#version 320 es
// Adreno (TM) 640 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Split/Second Velocity |
v1.12.3-1384-gaa495cab1 |
2023-10-10 |
Error in shader compilation: info: ERROR: 0:44: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 1 compilation errors. No code generated.
00000000:00000038 C Tex Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Adreno (TM) 640 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform lowp float u_rotation;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 pos = position;
vec4 outPos = pos;
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;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Split/Second Velocity |
v1.12.3-1384-gaa495cab1 |
2023-10-10 |
Error in shader compilation: info: ERROR: 0:52: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 1 compilation errors. No code generated.
00000000:00010130 HWX Tex TexProjPos UVMtx Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Adreno (TM) 640 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Split/Second Velocity |
v1.12.3-1384-gaa495cab1 |
2023-10-10 |
Error in shader compilation: info: ERROR: 0:78: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 1 compilation errors. No code generated.
01700000:00000320 HWX N Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Adreno (TM) 640 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
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 vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
in vec3 h_normal;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
h_normal = worldnormal*0.5+0.5;
}
|
Split/Second Velocity |
v1.12.3-1384-gaa495cab1 |
2023-10-10 |
Error in shader compilation: info: ERROR: 0:54: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 1 compilation errors. No code generated.
00000000:000d0b30 HWX T N Tex TexProjNrm UVMtx Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Adreno (TM) 640 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
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);
v_color0 = u_matambientalpha;
v_texcoord = mul(vec4(normal, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
h_normal = worldnormal*0.5+0.5;
}
|
Split/Second Velocity |
v1.12.3-1384-gaa495cab1 |
2023-10-10 |
Error in shader compilation: info: ERROR: 0:53: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 1 compilation errors. No code generated.
00000000:00000b30 HWX T N Tex Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Adreno (TM) 640 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
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);
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
h_normal = worldnormal*0.5+0.5;
}
|
Split/Second Velocity |
v1.12.3-1384-gaa495cab1 |
2023-10-10 |
Error in shader compilation: info: ERROR: 0:53: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 1 compilation errors. No code generated.
00000000:00000938 HWX C T Tex Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Adreno (TM) 640 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Split/Second Velocity |
v1.12.3-1384-gaa495cab1 |
2023-10-10 |
Error in shader compilation: info: ERROR: 0:82: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 1 compilation errors. No code generated.
01700000:00120b30 HWX T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Adreno (TM) 640 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
h_normal = worldnormal*0.5+0.5;
}
|
Split/Second Velocity |
v1.12.3-1384-gaa495cab1 |
2023-10-10 |
Error in shader compilation: info: ERROR: 0:82: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 1 compilation errors. No code generated.
01700000:00000b30 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Adreno (TM) 640 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
h_normal = worldnormal*0.5+0.5;
}
|
Split/Second Velocity |
v1.12.3-1384-gaa495cab1 |
2023-10-10 |
Error in shader compilation: info: ERROR: 0:89: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 1 compilation errors. No code generated.
01f00000:00120b30 HWX T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Adreno (TM) 640 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
h_normal = worldnormal*0.5+0.5;
}
|
Split/Second Velocity |
v1.12.3-1384-gaa495cab1 |
2023-10-10 |
Error in shader compilation: info: ERROR: 0:89: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 1 compilation errors. No code generated.
01f00000:00000b30 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Adreno (TM) 640 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
h_normal = worldnormal*0.5+0.5;
}
|
Split/Second Velocity |
v1.12.3-1384-gaa495cab1 |
2023-10-10 |
Error in shader compilation: info: ERROR: 0:20: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 1 compilation errors. No code generated.
00000000:00000012 THR Tex
#version 320 es
// Adreno (TM) 640 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Split/Second Velocity |
v1.12.3-1384-gaa495cab1 |
2023-10-10 |
Error in shader compilation: info: ERROR: 0:52: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 1 compilation errors. No code generated.
00000000:00000930 HWX T Tex Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Adreno (TM) 640 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Split/Second Velocity |
v1.12.3-1384-gaa495cab1 |
2023-10-10 |
Error in shader compilation: info: ERROR: 0:17: 'assign' : l-value required "h_normal" (can't modify an attribute)
ERROR: 1 compilation errors. No code generated.
00000000:0000000a THR C
#version 320 es
// Adreno (TM) 640 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
out lowp vec4 v_color0;
in vec3 h_normal;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
Split/Second Velocity |
v1.10.3 |
2023-10-04 |
Render to area containing texture at 04044000 +0x28 |
Split/Second Velocity |
v1.14.2 |
2023-09-30 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2 |
Split/Second Velocity |
v1.14.2 |
2023-09-30 |
Video out requested, not supported: mode=0 size=512,272 |
Split/Second Velocity |
v1.17.1-980-gabaea0197b |
2024-12-14 |
sceDmacMemcpy(dest=04112000, src=0964d710, size=88762): overlapping read |
Split/Second Velocity |
v1.17.1 |
2024-09-14 |
__KernelStopThread: thread 627 does not exist (helper deleted) |
Split/Second Velocity |
v1.14.4 |
2023-05-06 |
Ignoring possible texturing from framebuffer at 041ba000 +0x64 / 256x128 |
Split/Second Velocity |
v1.13.2 |
2023-04-23 |
sceDmacMemcpy(dest=04112000, src=0992c450, size=88774): overlapping read |
Split/Second Velocity |
v1.17.1 |
2024-11-19 |
sceDmacMemcpy(dest=04112000, src=097868d0, size=88775): overlapping read |
Split/Second Velocity |
v1.14.4 |
2023-03-16 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2 |
Split/Second Velocity |
v1.14.4 |
2023-02-22 |
Unimplemented HLE function sceKernelStopUnloadSelfModule |
Split/Second Velocity |
v1.14.4 |
2023-02-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2 |
Split/Second Velocity |
v1.14.4 |
2023-02-21 |
Error in shader compilation: info: ERROR: 0:16: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled.
ERROR: 0:16: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled.
ERROR: 0:16: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'in uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:25: 'v_texcoord' : undeclared identifier
ERROR: 0:25: 'xy' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:25: 'texture' : no matching overloaded function found (using implicit conversion)
ERROR: 0:25: '=' : cannot convert from 'const float' to '4-component vector of float'
ERROR: 0:27: 'fragColor0' : undeclared identifier
ERROR: 0:27: 'assign' : cannot convert from '4-component vector of float' to 'float'
reinterpret
#version 300 es
// Driver: Intel(R) HD Graphics for BayTrail - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
precision highp float;
uniform sampler2D tex;
uint packColor(vec4 val) {
return uint(val.r * 15.99) | (uint(val.g * 15.99) << 4u) | (uint(val.b * 15.99) << 8u) | (uint(val.a * 15.99) << 12u);
}
vec4 unpackColor(uint color) {
vec4 outColor = vec4(float(color & 0x1FU), float((color >> 5u) & 0x1FU), float((color >> 10u) & 0x1FU), 0.0);
outColor.rgb *= 1.0 / 31.0;
outColor.a = float(color >> 15);
return outColor;
}
in highp vec2 v_texcoord; // TEXCOORD0
uniform vec2 texSize;
uniform float scaleFactor;
out vec4 fragColor0;
void main() {
vec4 val = texture(tex, v_texcoord.xy);
vec4 outColor = unpackColor(packColor(val));
fragColor0 = outColor;
}
|
Split/Second Velocity |
v1.14.4 |
2023-02-21 |
Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272 |
Split/Second Velocity |
v1.14.4 |
2023-02-21 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
Split/Second Velocity |
v1.14.4 |
2023-02-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=2, text=2 |
Split/Second Velocity |
v1.14.4 |
2023-02-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=1, text=1 |
Split/Second Velocity |
v1.14.4 |
2023-02-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=1, text=1 |
Split/Second Velocity |
v1.14.4 |
2023-02-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=2, text=2 |
Split/Second Velocity |
v1.14.4 |
2023-01-30 |
Replacement rowPitch=128, but w=512 (level=0) |
Split/Second Velocity |
v1.14.4 |
2023-01-27 |
80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data |
Split/Second Velocity |
v1.14.4 |
2023-01-27 |
80630007=sceAtracSetData(2, 08d4b180, 00003100): atracID uses different codec type than data |
Split/Second Velocity |
v1.14.4 |
2023-01-27 |
80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data |
Split/Second Velocity |
v1.14.4 |
2023-01-27 |
80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data |
Split/Second Velocity |
v1.14.4 |
2023-01-27 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
Split/Second Velocity |
v1.14.4 |
2023-01-27 |
80630007=sceAtracSetData(2, 08d4b180, 0000b190): atracID uses different codec type than data |
Split/Second Velocity |
v1.14.2 |
2023-01-04 |
sceSasSetADSRMode(08bbde80, 7, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
Split/Second Velocity |
v1.14.4 |
2023-10-24 |
Ignoring possible texturing from framebuffer at 041ba000 +0x64 / 256x256 |
Split/Second Velocity |
v1.14.4 |
2024-03-17 |
Ignoring possible texturing from framebuffer at 041b8000 +0x64 / 256x256 |
Split/Second Velocity |
v1.13.2 |
2022-12-06 |
sceDmacMemcpy(dest=04112000, src=09650690, size=88762): overlapping read |
Split/Second Velocity |
v1.13.2 |
2022-11-23 |
sceDmacMemcpy(dest=04112000, src=09599d10, size=88762): overlapping read |
Split/Second Velocity |
v1.13.2 |
2022-11-20 |
sceDmacMemcpy(dest=04112000, src=0954c310, size=88780): overlapping read |
Split/Second Velocity |
v1.8.0 |
2022-11-04 |
Unknown GetPointer ea8da6ee PC ea8da6ee LR ea8da6ee |
Split/Second Velocity |
v1.8.0 |
2022-11-04 |
WriteToHardware: Invalid address 0a000000 near PC 0882a7a8 LR 0882a75c |
Split/Second Velocity |
v1.8.0 |
2022-11-04 |
WriteToHardware: Invalid address 0a000000 near PC 088fbdfc LR 0882a738 |
Split/Second Velocity |
v1.8.0 |
2022-11-04 |
ReadFromHardware: Invalid address 2aeabaae near PC 088f3a14 LR 088f3b54 |
Split/Second Velocity |
v1.12.3 |
2022-11-03 |
GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 04044000 offset: 0 (512x512 stride 512, 8888) |
Split/Second Velocity |
v1.14.4-284-g473da82e8 |
2024-03-27 |
Ignoring possible texturing from framebuffer at 041bc000 +0x64 / 256x128 |
Split/Second Velocity |
v1.13.2-1480-g5318452e7 |
2024-02-18 |
sceDmacMemcpy(dest=04112000, src=09929550, size=88774): overlapping read |
Split/Second Velocity |
v1.13.1 |
2022-10-05 |
sceDmacMemcpy(dest=04112000, src=098ac190, size=88774): overlapping read |
Split/Second Velocity |
v1.13.2 |
2022-10-04 |
Unknown GetPointer 00000000 PC 0895bb84 LR 0895bbcc |
Split/Second Velocity |
v1.14.4-708-gc1df1868f |
2023-10-23 |
Ignoring possible texturing from framebuffer at 041ac000 +0x64 / 256x256 |
Split/Second Velocity |
v1.14.4-44-g248ea42a5 |
2024-08-11 |
Ignoring possible texturing from framebuffer at 041bc000 +0x64 / 256x256 |
Split/Second Velocity |
v1.11.3 |
2022-08-08 |
sceDmacMemcpy(dest=04112000, src=0964e710, size=88762): overlapping read |
Split/Second Velocity |
v1.12.3 |
2022-05-27 |
sceDmacMemcpy(dest=04112000, src=090ef090, size=88781): overlapping read |
Split/Second Velocity |
v1.12.3 |
2022-05-27 |
sceDmacMemcpy(dest=04112000, src=09779450, size=88775): overlapping read |
Split/Second Velocity |
v1.12.3 |
2022-05-26 |
sceDmacMemcpy(dest=04112000, src=09643210, size=88762): overlapping read |
Split/Second Velocity |
v1.12.3 |
2022-05-26 |
sceDmacMemcpy(dest=04112000, src=09644190, size=88762): overlapping read |
Split/Second Velocity |
v1.12.3 |
2022-05-26 |
sceDmacMemcpy(dest=04112000, src=09643190, size=88762): overlapping read |
Split/Second Velocity |
v1.12.3-1100-g622753794 |
2022-05-03 |
Lots of blits needed for obscure blending: 43 per frame, blend 2/3/0 |
Split/Second Velocity |
v1.12.3 |
2021-11-10 |
Video out requested, not supported: mode=0 size=512,384 |
Split/Second Velocity |
v1.12.3 |
2021-11-10 |
Video out requested, not supported: mode=0 size=0,0 |
Split/Second Velocity |
v1.12.3 |
2021-11-10 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2 |
Split/Second Velocity |
v1.17.1 |
2024-06-29 |
sceDmacMemcpy(dest=04112000, src=09287250, size=88788): overlapping read |
Split/Second Velocity |
v1.10.3 |
2022-02-20 |
Render to area containing texture at 04044000 +0x101 |
Split/Second Velocity |
v1.12.1 |
2021-10-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=089e9048, pos=0, access=1, data=2, text=2 |
Split/Second Velocity |
v1.12.1 |
2021-10-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=089e9048, pos=0, access=1, data=1, text=1 |
Split/Second Velocity |
v1.14.4 |
2023-02-22 |
sceDmacMemcpy(dest=04112000, src=097839d0, size=88775): overlapping read |
Split/Second Velocity |
v1.11.3 |
2021-10-05 |
Unimplemented HLE function sceNetResolverTerm |
Split/Second Velocity |
v1.10.3-650-g2b49c3e46 |
2021-08-23 |
Ignoring possible texturing from framebuffer at 041ba000 +0x128 / 256x256 |
Split/Second Velocity |
v1.10.3-352-gd90630c26 |
2021-08-16 |
Texturing from framebuffer with different strides 64 != 128 |
Split/Second Velocity |
v1.10.3-352-gd90630c26 |
2021-08-16 |
Texturing from framebuffer with incompatible format 4444 != 565 at 04114000 |
Split/Second Velocity |
v1.10.3-352-gd90630c26 |
2021-08-16 |
Texturing from framebuffer with different formats 2 != 0 |
Split/Second Velocity |
v1.10.3-387-g6ca01d588 |
2021-08-15 |
Texturing from framebuffer with incompatible format 4444 != 565 at 041bc000 |
Split/Second Velocity |
v1.10.3-534-g77ac80dc0 |
2021-08-16 |
Ignoring possible texturing from framebuffer at 041b8000 +0x128 / 256x256 |
Split/Second Velocity |
v1.10.3-650-g2b49c3e46 |
2021-08-23 |
Ignoring possible texturing from framebuffer at 041bc000 +0x128 / 256x256 |
Split/Second Velocity |
v1.10.3-97-gd0e9d2c54 |
2023-12-10 |
Render to area containing texture at 04044000 +0x25 |
Split/Second Velocity |
v1.12.3 |
2022-05-30 |
sceDmacMemcpy(dest=04112000, src=0977a1d0, size=88775): overlapping read |
Split/Second Velocity |
v1.10.3 |
2021-05-20 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145634952 |
Split/Second Velocity |
v1.10.3 |
2021-05-20 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145543488 |
Split/Second Velocity |
v1.10.3 |
2021-05-20 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 16 |