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Game title |
Version |
Latest Report |
Message |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.9.4 |
2022-05-25 |
Error in shader compilation: info: 0:384: L0002: No matching function for call to 'mul'
0:388: L0001: else statement not preceded by if
postshader
// PPSSPP: Grabbed from Processing and slightly modified.
// FXAA shader, GLSL code adapted from:
// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
// Whitepaper describing the technique:
// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
//======================================================================================================================================================================
//Extra options:
#define FXAA 0 //ON:1/OFF:0 /default FXAA, info above
//there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters
#define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics
//================
#define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242
//================
#define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress
//================
#define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
#define samples 4 //Default: 4 /higher = more glow, worser performance
#define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality
#define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts
#define Bpower 0.5 //Default: 0.5 /amount of bloom mixed
//================
#define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o
#define Cpower 0.5 //Default: 0.5 /amount of effect mixed
//================
#define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default
#define value 7.5 //Default: 7.5 /higher = more visible effect
//================
#define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate
#define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect
//================
#define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
#define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader
#define brightness 1.0 //Default: 1.0
#define contrast 1.0 //Default: 1.0 //negative will be... well negative;p
#define red 1.0 //Default: 1.0
#define green 1.0 //Default: 1.0
#define blue 1.0 //Default: 1.0
//Shadeboost presets: //Shadeboost must be activated, presets override options above
int SEPIA = 0; //Moody coolors:)
int GRAYSCALE = 0; //Just for lols?
int NEGATIVE = 0; //As above
int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder)
//All presets are simple switch ON:1/OFF:0,
//================
#define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299
#define correction 1.0 //Default: 1.0
//================
#define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P)
#define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high
#define SLcolor 2.8 //Default: 2.8 /brightens screen |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.7.4 |
2022-05-23 |
sceDmacMemcpy(dest=04177640, src=092d31a0, size=64): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-23 |
Jump to invalid address: 02008100 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-23 |
Jump to invalid address: 07180004 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-23 |
Branch in Jump delay slot at 08802044 in block starting at 08802000 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-23 |
Jump to invalid address: 07180c00 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-23 |
Branch in Jump delay slot at 08802040 in block starting at 08802000 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-23 |
Jump to invalid address: 02008080 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-23 |
Branch in Jump delay slot at 0880202c in block starting at 08802000 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-23 |
Jump to invalid address: 073f7b00 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-23 |
Branch in Jump delay slot at 08802028 in block starting at 08802000 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-23 |
Jump to invalid address: 071a4a40 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-23 |
Branch in Jump delay slot at 08802024 in block starting at 08802000 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-23 |
Jump to invalid address: 073f2780 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-23 |
Branch in Jump delay slot at 08802020 in block starting at 08802000 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-23 |
Jump to invalid address: 07180ca0 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-23 |
Jump to invalid address: 02008000 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-23 |
Branch in Jump delay slot at 08802014 in block starting at 08802000 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-23 |
Jump to invalid address: 071a6680 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-23 |
Branch in Jump delay slot at 08802010 in block starting at 08802000 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-23 |
Jump to invalid address: 071a5160 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-23 |
Branch in Jump delay slot at 0880200c in block starting at 08802000 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-23 |
sceDmacMemcpy(dest=041a2680, src=091db3c0, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-23 |
00000000=sceUtilityScreenshotInitStart(09cab848) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-22 |
sceDmacMemcpy(dest=04155a00, src=09365de0, size=192): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-22 |
sceDmacMemcpy(dest=04157f40, src=091e2ea0, size=64): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-22 |
sceDmacMemcpy(dest=04126e80, src=0952edb0, size=448): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-22 |
sceDmacMemcpy(dest=04155900, src=092362c0, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-21 |
00000000=sceUtilityScreenshotInitStart(09ca9028) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-21 |
00000000=sceUtilityScreenshotInitStart(09ca9008) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-19 |
sceDmacMemcpy(dest=04161ac0, src=093c4320, size=64): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2022-05-19 |
Error in shader compilation: info: Compile failed.
ERROR: 0:21: 'assign' : l-value required (can't modify a vertex in/attribute)
ERROR: 0:22: 'assign' : l-value required (can't modify a vertex in/attribute)
2 compilation errors. No code generated.
00000000:00000012 THR Tex
#version 320 es
// PowerVR Rogue GE8320 - 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;
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_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2022-05-19 |
Error in shader compilation: info: Compile failed.
ERROR: 0:18: 'assign' : l-value required (can't modify a vertex in/attribute)
ERROR: 0:19: 'assign' : l-value required (can't modify a vertex in/attribute)
2 compilation errors. No code generated.
00000000:0000000a THR C
#version 320 es
// PowerVR Rogue GE8320 - 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;
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_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-18 |
sceMpegRingbufferPut(): invalid mpeg data |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.2 |
2022-05-17 |
sceDmacMemcpy(dest=0416a440, src=08f6b150, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-16 |
sceDmacMemcpy(dest=0416a980, src=092b2060, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11 |
2022-05-15 |
00000000=sceUtilityScreenshotInitStart(09ca8848) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.6.3 |
2022-05-14 |
sceDmacMemcpy(dest=0418fd40, src=092206e0, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-12 |
sceDmacMemcpy(dest=04140600, src=091041e0, size=64): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-11 |
00000000=sceUtilityScreenshotInitStart(09caa108) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.6.3 |
2022-05-10 |
Error in shader program link: info: No vertex shader attached.
fs: 00000000:00000000
#version 100
precision lowp float;
varying vec4 v_color0;
void main() {
vec4 v = v_color0 ;
gl_FragColor = v;
}
vs: 00000000:0000000a THR C
#version 100
precision highp float;
attribute vec4 position;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.6.3 |
2022-05-10 |
Error in shader program link: info: No vertex shader attached.
fs: 00000000:0020d000 Fog AlphaTest >
#version 100
precision lowp float;
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
void main() {
vec4 v = v_color0 ;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
vs: 00000000:00000104 HWX Fog
#version 100
precision highp float;
attribute vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.6.3 |
2022-05-10 |
Error in shader program link: info: No vertex shader attached.
fs: 00000000:0020d022 Tex TexAlpha Fog TFuncMod AlphaTest >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
vs: 00000000:00000914 HWX T Fog Tex
#version 100
precision highp float;
attribute vec3 position;
attribute 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;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = 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;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.6.3 |
2022-05-10 |
Error in shader program link: info: No vertex shader attached.
fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
vs: 00000000:00000914 HWX T Fog Tex
#version 100
precision highp float;
attribute vec3 position;
attribute 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;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = 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;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.6.3 |
2022-05-10 |
Error in shader program link: info: No vertex shader attached.
fs: 00000000:0021d822 Tex TexAlpha LM Fog TFuncMod AlphaTest0 >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
if (v.a < 0.002) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
vs: 01f30001:00000b1d 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
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute 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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
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);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.6.3 |
2022-05-10 |
Error in shader program link: info: No vertex shader attached.
fs: 00000000:0001d822 Tex TexAlpha LM TFuncMod AlphaTest0 >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying vec3 v_color1;
varying mediump vec3 v_texcoord;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
if (v.a < 0.002) discard;
gl_FragColor = v;
}
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 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute 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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
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 |
v1.6.3 |
2022-05-10 |
Error in shader program link: info: No vertex shader attached.
fs: 00000000:0021d000 Fog AlphaTest0 >
#version 100
precision lowp float;
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
void main() {
vec4 v = v_color0 ;
if (v.a < 0.002) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
vs: 00000000:00000104 HWX Fog
#version 100
precision highp float;
attribute vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.6.3 |
2022-05-10 |
Error in shader program link: info: No vertex shader attached.
fs: 00000000:0020d822 Tex TexAlpha LM Fog TFuncMod AlphaTest >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
vs: 01f30001:00000b1d 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
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute 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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
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);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.6.3 |
2022-05-10 |
Error in shader program link: info: No vertex shader attached.
fs: 00000000:0000d822 Tex TexAlpha LM TFuncMod AlphaTest >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying vec3 v_color1;
varying mediump vec3 v_texcoord;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
gl_FragColor = v;
}
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 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute 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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
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 |
v1.6.3 |
2022-05-10 |
Error in shader program link: info: No vertex shader attached.
fs: 00000000:0000d022 Tex TexAlpha TFuncMod AlphaTest >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
gl_FragColor = v;
}
vs: 00000000:00000918 HWX C T Tex
#version 100
precision highp float;
attribute vec3 position;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-09 |
sceDmacMemcpy(dest=041530c0, src=095565c0, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-08 |
Branch in Jump delay slot at 09c5e740 in block starting at 09c5e740 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-08 |
Jump to invalid address: 07172340 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-07 |
sceKernelLoadModule: unsupported options size=00000014, flags=00001234, pos=0, access=1, data=1, text=1 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-06 |
sceDmacMemcpy(dest=0417f280, src=091e6210, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.10.3 |
2022-05-04 |
sceDmacMemcpy(dest=0413d940, src=0913fba0, size=256): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.10.3 |
2022-05-04 |
sceDmacMemcpy(dest=0413ef00, src=09142ba0, size=256): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.10.3 |
2022-05-03 |
sceDmacMemcpy(dest=0413ef00, src=0920e760, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-03 |
sceDmacMemcpy(dest=041697c0, src=0931f480, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-02 |
sceDmacMemcpy(dest=04159940, src=09333aa0, size=64): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.10.3 |
2022-05-02 |
sceDmacMemcpy(dest=04163100, src=0911b1e0, size=64): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.10.3 |
2022-05-02 |
sceDmacMemcpy(dest=041889c0, src=09263810, size=64): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-16 |
__KernelStopThread: thread 302 does not exist |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.10.3 |
2022-05-01 |
sceDmacMemcpy(dest=041534c0, src=08f6b990, size=192): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-05-01 |
sceDmacMemcpy(dest=04164a00, src=091e0260, size=256): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.10.3 |
2022-04-30 |
sceDmacMemcpy(dest=04150880, src=09349600, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.10.3 |
2022-04-28 |
sceDmacMemcpy(dest=0415dd00, src=092ecc80, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-04-27 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 14 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-04-27 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146185776 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.10.2 |
2022-04-26 |
sceDmacMemcpy(dest=04185c80, src=09368c80, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3 |
2022-04-26 |
sceDmacMemcpy(dest=04169f80, src=0935d480, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-04-24 |
WriteToHardware: Invalid address 000007b8 near PC 08821710 LR 08821710 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-04-24 |
Waiting thread for 20 that was already waiting for 20 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.7.1 |
2022-04-22 |
Render to area containing texture at 00162000 +256x0 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.10.3 |
2022-04-22 |
sceDmacMemcpy(dest=0414e4c0, src=09249440, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3 |
2022-05-22 |
sceDmacMemcpy(dest=041411c0, src=0939a560, size=64): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-04-14 |
sceDmacMemcpy(dest=04169100, src=09265c00, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3 |
2022-04-14 |
sceDmacMemcpy(dest=04153300, src=0912cf90, size=64): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3 |
2022-04-14 |
sceDmacMemcpy(dest=04176b80, src=091fe9a0, size=64): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-04-13 |
sceDmacMemcpy(dest=04155080, src=091691a0, size=64): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-04-11 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145759408 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-04-11 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144918396 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-04-11 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144907512 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-04-24 |
Failed to read valid video stream data from header |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-04-24 |
Could not setup streams, unexpected stream count: 46230 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-04-24 |
Unexpected mpeg first timestamp: 5579a080000 / 5873804509184 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-04-06 |
sceDmacMemcpy(dest=0416df00, src=091fda60, size=256): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.5 |
2022-04-06 |
PackFramebufferDirectx9_: vfb->fbo == 0 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-04-05 |
sceDmacMemcpy(dest=04170400, src=093fcbe0, size=256): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.9.3-80-g73bf6098e |
2022-04-05 |
__KernelStopThread: thread 333 does not exist |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-04-04 |
sceDmacMemcpy(dest=0415e0c0, src=09163380, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-03-31 |
__KernelStopThread: thread 339 does not exist |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-03-31 |
D3D error in shader compilation: info: C:\Users\WONGE DEWEK\Documents\ppsspp\[email protected](85,16-55): error X4505: maximum temp register index exceeded
C:\Users\WONGE DEWEK\Documents\ppsspp\[email protected](85,12-69): error X4505: maximum temp register index exceeded
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define ivec2 int2
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) vec3(x, x, x)
#define lowp
#define mediump
#define highp
#pragma warning( disable : 3571 )
mat4 u_proj : register(c0);
vec4 u_matambientalpha : register(c20);
mat3x4 u_world : register(c11);
mat3x4 u_view : register(c8);
vec4 u_uvscaleoffset : register(c17);
vec3 u_lightpos0 : register(c24);
vec3 u_lightatt0 : register(c32);
vec3 u_lightambient0 : register(c48);
vec3 u_lightdiffuse0 : register(c40);
vec3 u_lightspecular0 : register(c44);
vec3 u_lightpos1 : register(c25);
vec3 u_lightatt1 : register(c33);
vec3 u_lightdir1 : register(c29);
vec4 u_lightangle_spotCoef1 : register(c37);
vec3 u_lightambient1 : register(c49);
vec3 u_lightdiffuse1 : register(c41);
vec3 u_lightspecular1 : register(c45);
vec3 u_lightpos2 : register(c26);
vec3 u_lightatt2 : register(c34);
vec3 u_lightambient2 : register(c50);
vec3 u_lightdiffuse2 : register(c42);
vec3 u_lightspecular2 : register(c46);
vec3 u_lightpos3 : register(c27);
vec3 u_lightatt3 : register(c35);
vec3 u_lightambient3 : register(c51);
vec3 u_lightdiffuse3 : register(c43);
vec3 u_lightspecular3 : register(c47);
vec4 u_ambient : register(c19);
vec3 u_matdiffuse : register(c21);
vec4 u_matspecular : register(c22);
vec3 u_matemissive : register(c23);
vec4 u_cullRangeMin : register(c80);
vec4 u_cullRangeMax : register(c81);
struct VS_IN {
vec2 texcoord : TEXCOORD0;
vec3 normal : NORMAL;
vec3 position : POSITION;
};
struct VS_OUT {
vec3 v_texcoord : TEXCOORD0;
vec4 v_color0 : COLOR0;
vec3 v_color1 : COLOR1;
vec4 gl_Position : POSITION;
};
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
VS_OUT main(VS_IN In) {
VS_OUT Out;
vec2 texcoord = In.texcoord;
vec3 normal = In.normal;
vec3 position = In.position;
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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-03-31 |
Jump to invalid address: 07184b40 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-04-27 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 146210816 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-03-29 |
Jump to invalid address: 071a4100 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-03-31 |
Jump to invalid address: 0708bb40 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-03-29 |
Error in shader program link: info: L0100 A program cannot be linked unless there are any shaders attached to it
fs: thin3d
vs: thin3d
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-03-29 |
Jump to invalid address: 07187800 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2022-03-29 |
Jump to invalid address: 071a3b80 |