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Game title |
Version |
Latest Report |
Message |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-10-14 |
00000000=sceUtilityScreenshotInitStart(09d31448) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-10-13 |
00000000=sceUtilityScreenshotInitStart(09cae948) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-10-09 |
00000000=sceUtilityScreenshotInitStart(09cb01e8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-10-09 |
00000000=sceUtilityScreenshotInitStart(09cb01a8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-10-08 |
Jump to invalid address: 005383fc |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-10-08 |
Unknown GetPointer 1d8e3100 PC 00000000 LR 00000000 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.15.4 |
2024-10-07 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09088c00): duplicate handler |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-10-06 |
sceDmacMemcpy(dest=04155080, src=0924c2e0, size=256): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3 |
2024-10-06 |
sceDmacMemcpy(dest=04146580, src=091637e0, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-10-03 |
00000000=sceUtilityScreenshotInitStart(09d388a8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-10-03 |
00000000=sceUtilityScreenshotInitStart(09d38868) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-10-02 |
00000000=sceUtilityScreenshotInitStart(09cac3c8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-09-29 |
00000000=sceUtilityScreenshotInitStart(09caa9c8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-09-29 |
00000000=sceUtilityScreenshotInitStart(09caa9a8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-09-29 |
00000000=sceUtilityScreenshotInitStart(09caa968) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-09-29 |
sceDmacMemcpy(dest=04172180, src=093d57e0, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-09-28 |
WriteToHardware: Invalid address 00009ba3 near PC 08ae4dec LR 08826070 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-09-23 |
WriteToHardware: Invalid address 00000814 near PC 08000000 LR 08000000 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-09-23 |
ReadFromHardware: Invalid address 00000010 near PC 08000000 LR 08000000 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-09-23 |
800200d2=scePsmfPlayerSetPsmf(08fd07b0, disc0:/PSP_GAME/USRDIR/MOVIES/PSP/INTRO.PMF): too many streams in PSMF video, bogus data |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-09-23 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (6c5f5066), bad data |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-09-23 |
800200d2=scePsmfPlayerSetPsmf(08fb4910, disc0:/PSP_GAME/USRDIR/MOVIES/PSP/MILESTON.PMF): too many streams in PSMF video, bogus data |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-09-23 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (3c4722e7), bad data |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-09-22 |
00000000=sceUtilityScreenshotInitStart(09caea28) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-09-22 |
00000000=sceUtilityScreenshotInitStart(09cae9e8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-09-17 |
00000000=sceUtilityScreenshotInitStart(09caade8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-09-16 |
00000000=sceUtilityScreenshotInitStart(09cad988) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-09-15 |
00000000=sceUtilityScreenshotInitStart(09caa988) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-09-15 |
00000000=sceUtilityScreenshotInitStart(09caa948) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.9.4 |
2024-09-12 |
00000000=sceUtilityScreenshotInitStart(09d355a8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.10.3 |
2024-09-11 |
80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header
--NATIrQr��}V�?�5���lۊ��Xy�����ntw�Y���e��3VRn�s��"N�(������:�+�j7��tp�P��Q>��n�`��WF�4)M��^�` MD���S]5�` ���c��·Y5[}ing: binary
%08x=sceAtracSetDataAndGetID(%s): invalid RIFF header80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-31 |
Unknown GetPointerWrite 00000000 PC 08c292dc LR 08c292e8 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-31 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-30 |
00000000=sceUtilityScreenshotInitStart(09cb59a8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-30 |
sceDmacMemcpy(dest=04157f40, src=092178a0, size=64): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-30 |
sceDmacMemcpy(dest=04169cc0, src=092089e0, size=64): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1-957-g52cf10274c |
2024-08-28 |
00000000=sceUtilityScreenshotInitStart(09cb1848) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1-957-g52cf10274c |
2024-08-28 |
00000000=sceUtilityScreenshotInitStart(09cb1808) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.9.3 |
2024-08-27 |
sceDmacMemcpy(dest=04126e80, src=09753af0, size=448): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-26 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000136, pos=0, access=1, data=2, text=2 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-25 |
00000000=sceUtilityScreenshotInitStart(09d315c8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.16.6 |
2024-08-21 |
00000000=sceUtilityScreenshotInitStart(09cad2a8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-19 |
MIPSCompileOp: Invalid instruction 00010005 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-19 |
MIPSCompileOp: Invalid instruction 01069701 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-19 |
MIPSCompileOp: Invalid instruction 00020001 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-19 |
MIPSCompileOp: Invalid instruction 00100005 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-19 |
Branch in JumpReg delay slot at 08f6c08c in block starting at 08f6c044 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-17 |
__KernelStopThread: thread 322 does not exist (helper deleted) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-17 |
00000000=sceUtilityScreenshotInitStart(09cafb68) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-15 |
00000000=sceUtilityScreenshotInitStart(09cafb48) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-15 |
00000000=sceUtilityScreenshotInitStart(09cab768) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-14 |
00000000=sceUtilityScreenshotInitStart(09cabc48) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-12 |
00000000=sceUtilityScreenshotInitStart(09cabec8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-06 |
00000000=sceUtilityScreenshotInitStart(09cadf08) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-05 |
00000000=sceUtilityScreenshotInitStart(09cac628) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-05 |
00000000=sceUtilityScreenshotInitStart(09cac5e8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-05 |
00000000=sceUtilityScreenshotInitStart(09cac5a8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1-817-g13506d3d02 |
2024-08-05 |
80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): RIFF chunk did not contain WAVE |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3 |
2024-08-02 |
00000000=sceUtilityScreenshotInitStart(09cb0a88) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-07-27 |
Error in shader compilation: info: 0:47: S0027: Cannot modify an input variable
00000000:00000934 HWX T Fog Tex Cull
#version 320 es
// Mali-T820 - 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 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;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(0.000000, 10.000000, -10.000000)*viewPos.w;
viewPos.xy *= 1.596235;
vec4 outPos = mul(u_proj, viewPos);
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_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-07-27 |
Error in shader compilation: info: 0:43: S0027: Cannot modify an input variable
00000000:00000124 HWX Fog Cull
#version 320 es
// Mali-T820 - 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 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;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(0.000000, 10.000000, -10.000000)*viewPos.w;
viewPos.xy *= 1.596235;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
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_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-07-27 |
Error in shader compilation: info: 0:48: S0027: Cannot modify an input variable
00000000:0000093c HWX C T Fog Tex Cull
#version 320 es
// Mali-T820 - 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 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;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(0.000000, 10.000000, -10.000000)*viewPos.w;
viewPos.xy *= 1.596235;
vec4 outPos = mul(u_proj, viewPos);
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_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-07-27 |
Error in shader compilation: info: 0:91: S0027: Cannot modify an input variable
01d30001:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 Cull
#version 320 es
// Mali-T820 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
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 vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(0.000000, 10.000000, -10.000000)*viewPos.w;
viewPos.xy *= 1.596235;
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
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 * color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-07-27 |
Error in shader compilation: info: 0:88: S0027: Cannot modify an input variable
01d30001:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 Cull
#version 320 es
// Mali-T820 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
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 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 lowp vec3 v_color1;
out mediump vec3 v_texcoord;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(0.000000, 10.000000, -10.000000)*viewPos.w;
viewPos.xy *= 1.596235;
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
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 * color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-07-27 |
Error in shader compilation: info: 0:45: S0027: Cannot modify an input variable
00000000:00000938 HWX C T Tex Cull
#version 320 es
// Mali-T820 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(0.000000, 10.000000, -10.000000)*viewPos.w;
viewPos.xy *= 1.596235;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-07-27 |
Error in shader compilation: info: 0:15: S0027: Cannot modify an input variable
00000000:00000002 THR
#version 320 es
// Mali-T820 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
in float h_depth;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-07-27 |
Error in shader compilation: info: 0:47: S0027: Cannot modify an input variable
00000000:00000934 HWX T Fog Tex Cull
#version 320 es
// Mali-T820 - 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 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;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(-10.000000, 10.000000, -10.000000)*viewPos.w;
viewPos.xy *= 1.596235;
vec4 outPos = mul(u_proj, viewPos);
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_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-07-27 |
Error in shader compilation: info: 0:43: S0027: Cannot modify an input variable
00000000:00000124 HWX Fog Cull
#version 320 es
// Mali-T820 - 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 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;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(-10.000000, 10.000000, -10.000000)*viewPos.w;
viewPos.xy *= 1.596235;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
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_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-07-27 |
Error in shader compilation: info: 0:48: S0027: Cannot modify an input variable
00000000:0000093c HWX C T Fog Tex Cull
#version 320 es
// Mali-T820 - 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 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;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(-10.000000, 10.000000, -10.000000)*viewPos.w;
viewPos.xy *= 1.596235;
vec4 outPos = mul(u_proj, viewPos);
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_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-07-27 |
Error in shader compilation: info: 0:91: S0027: Cannot modify an input variable
01d30001:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 Cull
#version 320 es
// Mali-T820 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
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 vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(-10.000000, 10.000000, -10.000000)*viewPos.w;
viewPos.xy *= 1.596235;
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
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 * color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-07-27 |
Error in shader compilation: info: 0:88: S0027: Cannot modify an input variable
01d30001:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 Cull
#version 320 es
// Mali-T820 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
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 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 lowp vec3 v_color1;
out mediump vec3 v_texcoord;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(-10.000000, 10.000000, -10.000000)*viewPos.w;
viewPos.xy *= 1.596235;
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
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 * color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-07-27 |
Error in shader compilation: info: 0:18: S0027: Cannot modify an input variable
00000000:00000012 THR Tex
#version 320 es
// Mali-T820 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-07-27 |
Error in shader compilation: info: 0:45: S0027: Cannot modify an input variable
00000000:00000938 HWX C T Tex Cull
#version 320 es
// Mali-T820 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(-10.000000, 10.000000, -10.000000)*viewPos.w;
viewPos.xy *= 1.596235;
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-07-27 |
Error in shader compilation: info: 0:15: S0027: Cannot modify an input variable
00000000:0000000a THR C
#version 320 es
// Mali-T820 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
in float h_depth;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.8.0 |
2024-07-26 |
sceDmacMemcpy(dest=0414e080, src=093f2440, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-07-25 |
sceDmacMemcpy(dest=04170b40, src=09324860, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-07-24 |
00000000=sceUtilityScreenshotInitStart(09cae0a8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-07-24 |
00000000=sceUtilityScreenshotInitStart(09cab528) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-07-23 |
sceDmacMemcpy(dest=04169b80, src=093a43c0, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-07-22 |
00000000=sceUtilityScreenshotInitStart(09cecf88) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-07-23 |
00000000=sceUtilityScreenshotInitStart(09caf708) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.6.3 |
2024-07-15 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:0900d822 Tex TexAlpha LM StenToAlpha Sten1 TFuncMod AlphaTest >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in vec3 v_color1;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
fragColor0 = vec4(v.rgb, 1.0);
}
vs: 01f30001:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
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 vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out 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);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
toLight = u_lightpos3;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-07-11 |
WriteToHardware: Invalid address 8fa40198 near PC 0882d0d0 LR 0882d0ac |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-07-11 |
WriteToHardware: Invalid address 00001a34 near PC 0882d0d0 LR 0882d0ac |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-07-11 |
ReadFromHardware: Invalid address 8fa402b8 near PC 0882d0d0 LR 0882d0ac |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-07-11 |
sceDmacMemcpy(dest=0418ca40, src=092366a0, size=64): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-07-09 |
00000400=sceGeEdramSetAddrTranslation(00000200) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-07-07 |
00000000=sceUtilityScreenshotInitStart(09d33b28) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-07-05 |
sceDmacMemcpy(dest=041386c0, src=0900bd20, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-07-04 |
sceDmacMemcpy(dest=0418d8c0, src=0914f620, size=64): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-07-03 |
WriteToHardware: Invalid address 000007b8 near PC 0882165c LR 0882165c |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-06-29 |
WriteToHardware: Invalid address 000007b8 near PC 0882dc78 LR 0882df30 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-06-27 |
sceDmacMemcpy(dest=04145180, src=0915e590, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-06-25 |
00000000=sceUtilityScreenshotInitStart(09cab068) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.2-917-g89e70c319 |
2024-06-24 |
Branch in Jump delay slot at 0881b530 in block starting at 0881b528 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.2-917-g89e70c319 |
2024-06-24 |
WriteToHardware: Invalid address 00001008 near PC 08000000 LR 08000000 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-06-23 |
sceDmacMemcpy(dest=04155700, src=09496540, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.13.2-1944-g3e481634a |
2024-06-22 |
00000000=sceUtilityScreenshotInitStart(09caefe8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-06-21 |
sceDmacMemcpy(dest=04126e80, src=095172b0, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-06-20 |
sceDmacMemcpy(dest=04155080, src=0922aa20, size=128): overlapping read |