Recent logs - NARUTO SHIPPUDEN: Ultimate Ninja Impact

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
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-03-17 sceDmacMemcpy(dest=0413b3c0, src=090fa5c0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-03-14 sceDmacMemcpy(dest=041abcc0, src=092d0500, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-03-08 00000000=sceUtilityScreenshotInitStart(09cab188)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2024-03-06 sceDmacMemcpy(dest=041609c0, src=0932f260, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-03-05 00000000=sceUtilityScreenshotInitStart(09cae848)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-03-04 00000000=sceUtilityScreenshotInitStart(09d3bfe8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-03-04 00000000=sceUtilityScreenshotInitStart(09d3bfa8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.2 2024-03-16 sceDmacMemcpy(dest=04156c00, src=091fd7a0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.2 2024-03-03 sceDmacMemcpy(dest=04126e80, src=09413310, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.2 2024-02-29 sceDmacMemcpy(dest=04157c40, src=092187a0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2024-02-25 80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-02-21 sceDmacMemcpy(dest=04164fc0, src=093cb540, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-02-20 sceDmacMemcpy(dest=04159580, src=0914c6e0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-02-20 Error in shader compilation: info: Compile failed. ERROR: 0:17: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 00000000:00000002 THR #version 320 es // PowerVR Rogue GE8300 - 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 vec3 h_normal; void main() { v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); v_color0.rgb = vec3(0.0); gl_Position = outPos; h_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-02-20 Error in shader compilation: info: Compile failed. ERROR: 0:51: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 00000000:0000093c HWX C T Fog Tex Cull #version 320 es // PowerVR Rogue GE8300 - 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 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); viewPos.xyz += vec3(0.000000, 0.000000, 20.000000)*viewPos.w; float rotAngle = 0.104720; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); 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; v_color0.rgb = vec3(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_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-02-20 Error in shader compilation: info: Compile failed. ERROR: 0:46: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 00000000:00000124 HWX Fog Cull #version 320 es // PowerVR Rogue GE8300 - 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 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); viewPos.xyz += vec3(0.000000, 0.000000, 20.000000)*viewPos.w; float rotAngle = 0.104720; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; v_color0.rgb = vec3(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_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-02-20 Error in shader compilation: info: Compile failed. ERROR: 0:50: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 00000000:00000934 HWX T Fog Tex Cull #version 320 es // PowerVR Rogue GE8300 - 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 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); viewPos.xyz += vec3(0.000000, 0.000000, 20.000000)*viewPos.w; float rotAngle = 0.104720; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); 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; v_color0.rgb = vec3(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_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-02-20 Error in shader compilation: info: Compile failed. ERROR: 0:101: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 01f30001:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 Cull #version 320 es // PowerVR Rogue GE8300 - 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_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; 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 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); viewPos.xyz += vec3(0.000000, 0.000000, 20.000000)*viewPos.w; float rotAngle = 0.104720; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); 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_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * 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; v_color0.rgb = vec3(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_normal = worldnormal*0.5+0.5; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-02-20 Error in shader compilation: info: Compile failed. ERROR: 0:98: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 01f30001:00000b39 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 Cull #version 320 es // PowerVR Rogue GE8300 - 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_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; 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 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); viewPos.xyz += vec3(0.000000, 0.000000, 20.000000)*viewPos.w; float rotAngle = 0.104720; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); 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_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * 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_color0.rgb = vec3(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_normal = worldnormal*0.5+0.5; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-02-20 Error in shader compilation: info: Compile failed. ERROR: 0:20: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 00000000:00000012 THR Tex #version 320 es // PowerVR Rogue GE8300 - 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 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)); v_color0.rgb = vec3(0.0); gl_Position = outPos; h_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-02-20 Error in shader compilation: info: Compile failed. ERROR: 0:44: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 00000000:00000128 HWX C Cull #version 320 es // PowerVR Rogue GE8300 - 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 lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 = 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, 0.000000, 20.000000)*viewPos.w; float rotAngle = 0.104720; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; v_color0.rgb = vec3(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_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-02-20 Error in shader compilation: info: Compile failed. ERROR: 0:48: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 00000000:00000938 HWX C T Tex Cull #version 320 es // PowerVR Rogue GE8300 - 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); viewPos.xyz += vec3(0.000000, 0.000000, 20.000000)*viewPos.w; float rotAngle = 0.104720; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_color0.rgb = vec3(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_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2024-02-20 Error in shader compilation: info: Compile failed. ERROR: 0:17: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 00000000:0000000a THR C #version 320 es // PowerVR Rogue GE8300 - 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 vec3 h_normal; void main() { v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); v_color0.rgb = vec3(0.0); gl_Position = outPos; h_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-02-19 00000000=sceUtilityScreenshotInitStart(09ca94a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2024-02-13 sceDmacMemcpy(dest=04154040, src=0934a300, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17 2024-02-08 sceDmacMemcpy(dest=04155700, src=092201a0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2024-02-03 Jump to invalid address: 073fb240
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.2 2024-02-02 UI scissor out of bounds in CwCheatScreen: 492,0-1108,721 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2024-02-01 sceDmacMemcpy(dest=04155080, src=0947d440, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2024-01-31 00000000=sceUtilityScreenshotInitStart(09caf8c8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17 2024-01-31 sceDmacMemcpy(dest=04145dc0, src=0922bc10, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2024-01-27 UI scissor out of bounds in GameSettingsScreen: 280,0-1187,720 / 1384,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.13.2 2024-01-27 80630007=sceAtracSetData(2, 08d13180, 00038000): atracID uses different codec type than data
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2024-01-26 00000000=sceUtilityScreenshotInitStart(09cafd88)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2024-01-23 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c68, pos=0, access=1, data=1, text=1
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2024-01-21 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2024-01-14 sceDmacMemcpy(dest=0417fd40, src=0933cd40, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2024-01-12 sceDmacMemcpy(dest=04150880, src=0932eb40, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2024-01-12 00000000=sceUtilityScreenshotInitStart(09cab448)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2024-01-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147243972
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2024-01-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 149356544
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2024-01-11 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 149518448
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2024-01-11 sceDmacMemcpy(dest=04153a40, src=091a72c0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2024-01-11 sceDmacMemcpy(dest=04153900, src=09142240, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2024-01-04 Branch in RSZeroComp delay slot at 0881e4b4 in block starting at 0881e4b0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2024-01-04 Branch in RSRTComp delay slot at 0881e4b0 in block starting at 0881e4b0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2024-01-04 Jump to invalid address: 0ea36e80
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2024-01-02 sceDmacMemcpy(dest=04138800, src=0926ad00, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.2 2024-01-01 sceDmacMemcpy(dest=04163100, src=091bc0c0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2023-12-31 sceDmacMemcpy(dest=04172580, src=0900c760, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in GameSettingsScreen: 369,0-1537,816 / 1813,816
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in GameSettingsScreen: 307,0-1280,720 / 1510,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1755,580-0,35 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1755,482-0,93 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1755,385-0,93 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1755,287-0,93 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1755,190-0,93 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1755,92-0,93 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1755,80-0,8 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1613,580-0,35 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1613,482-0,93 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1613,385-0,93 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1613,287-0,93 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1613,190-0,93 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1613,92-0,93 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1613,80-0,8 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1696,581-0,34 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1696,483-0,93 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1696,386-0,93 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1696,288-0,93 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1696,191-0,93 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1696,93-0,93 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1787,581-0,34 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1787,483-0,93 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1787,386-0,93 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1787,288-0,93 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1787,191-0,93 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-12-30 UI scissor out of bounds in SavedataScreen: 1787,93-0,93 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2023-12-29 Jump to invalid address: 0717e9c0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2023-12-27 sceDmacMemcpy(dest=0417e000, src=092caea0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-12-22 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b31 HWX T N LM Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b31 HWX T N LM Tex Light: LightUberShader Cull 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 uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-12-22 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:122: 'comp' : redefinition ERROR: 0:123: 'type' : redefinition ERROR: 0:171: 'comp' : redefinition ERROR: 0:172: 'type' : redefinition ERROR: 0:220: 'comp' : redefinition ERROR: 0:221: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000121 HWX LM Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000121 HWX LM Light: LightUberShader Cull in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worl
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2023-12-22 sceDmacMemcpy(dest=04142080, src=0918c2c0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-12-22 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:127: 'comp' : redefinition ERROR: 0:128: 'type' : redefinition ERROR: 0:176: 'comp' : redefinition ERROR: 0:177: 'type' : redefinition ERROR: 0:225: 'comp' : redefinition ERROR: 0:226: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.5 2023-12-18 sceDmacMemcpy(dest=041552c0, src=09295b40, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2023-12-17 Jump to invalid address: 07415980
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2023-12-17 Jump to invalid address: 0717ac80
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2023-12-17 00000000=sceUtilityScreenshotInitStart(09cacac8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-12-16 sceDmacMemcpy(dest=041adf40, src=0939c440, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-12-16 00000000=sceUtilityScreenshotInitStart(09cadbc8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2023-12-15 sceDmacMemcpy(dest=0413b3c0, src=090ed3e0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2023-12-14 sceDmacMemcpy(dest=0415f0c0, src=08f6d190, size=192): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2023-12-12 00000000=sceUtilityScreenshotInitStart(09cadc88)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2023-12-11 Jump to invalid address: 0717e800
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.1 2023-12-09 sceDmacMemcpy(dest=041594c0, src=0923d0a0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-12-09 Unknown GetPointerWrite 0a000008 PC 08b6cb6c LR 08b6cb74
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2023-12-08 sceDmacMemcpy(dest=04189240, src=08f2b340, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2023-12-07 Jump to invalid address: 038c7120
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2023-12-07 Jump to invalid address: 0388bc50
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.6 2023-12-07 Jump to invalid address: 0388bc60